Mana Wall

Spell Access Level: Common
Mana Cost: See Description
Potion / Rune / Scroll / Wand: No / Yes / Yes / No
Cast Time: 1 Standard Action
Range: Long Duration: 1 round / level

The caster creates a wall of Mana that is 1 foot per 1 MC that creates a force field that provides a physical barrier that can be used to walk across or prevent travel but does not prevent ranged or magical attacks with a hardness greater to than Spell DC. This wall can be made vertical, horizontal, or at an angle in order to create walls, bridges, pillars, or ramps. The spell gains effects depending on the Mana Affinity of the caster.

  • Fire – The wall deals 1 SD per additional 2 MC used of fire damage to any target that touches the wall.
  • Earth – The wall is made into a solid wall of earth that can be used to climb or walk across and provides shielding from physical attacks with a hardness less than the Spell DC.
  • Water – This creates a wall of water that captures any ranged or thrown items shot at it and also prevents explosives, fire, cold, and electricity based attacks from penetrating. This can also be used to fill spaces to swim through.
  • Air – The wall creates an impassible barrier of wind and also can be used to prevent fall damage when falling from great heights. This also launches ranged and thrown items back at targets that fire at it or creates difficult flying conditions.
  • Cold – The wall is made into a slippery wall of ice that cannot be climbed and creates difficult terrain on the ground and can also be used as a slippery slope.
  • Electricity – The wall gives the Stunned condition to any target that is touching the wall.
  • Acid – The wall makes any items touching the wall have the Fragile property and provides the Burned condition to any creature that touches the wall.
  • Light – This creates a wall of light that provides the Blind condition to any target within 5 feet of the wall. This also increases the lightning by one light setting up to 30 feet around the wall.
  • Shadow – This creates a wall of shadow that provides total concealment to any target behind it. This can also be used to hide traps, items, creatures, and hazards as it prevents creatures from seeing where they are going.
  • Ethereal – This creates an ethereal wall impenetrable by ethereal creatures and objects with a hardness equal to the Spell DC.
  • Divine – This creates a divine wall that is impenetrable to all attacks except for other divine attacks that can overcome the Spell DC.
  • Psychic – This creates a wall of psychic energy that prevents psychic abilities and attacks from penetrating. This also makes targets behind the wall immune to mind reading and altering effects.
  • Qi – This creates a wall of qi that can only gives the Nauseated condition to any target that is touching the wall.
  • Life – This creates a wall of life that heals 1 SD per 2 MC used of health to the Health Pool of any target that touches the wall.
  • Death – This creates of wall of death that gives the Decayed condition to any target that is touching the wall.
  • Time – This creates a wall of time that gives the Fatigued condition to any target that is touching the wall.
  • Gravity – This creates a wall of gravity that provides the Encumbered condition to any target that is touching the wall. Projectiles that attempt to penetrate the wall become stuck and are trapped by the gravity. Targets within 5 feet of the wall are pulled towards it including passing projectiles regardless of their speed. Only spells and ethereal targets are immune to this effect.
  • Null – This creates a wall of null that deals 1 SD per 2 MC used of null damage to the Mana Pool of any target that touches the wall. This also Nullifies any spell or magic item that touches the wall whose Spell DC is less than the MC used in the spell.
  • Joy – The ball deals joy damage and provides a +1 bonus per 1 MC used to Empathy Save for 1 round per 1 additional MC used.
  • Sorrow – The ball deals sorrow damage and provides the Flat Footed condition for 1 round per 1 additional MC used.
  • Fear – The ball deals fear damage and provides the Frightened condition for 1 round per 1 additional MC used.
  • Anger – The ball deals anger damage and provides the Enraged condition for 1 round per 1 additional MC used.
  • Love –The ball deals love damage and makes the target Favorable towards the caster for 1 round per 1 additional MC used.
  • Hate –The ball deals hate damage and makes the target Unfavorable towards the caster for 1 round per 1 additional MC used.
  • Neutral – The ball deals neutral damage and provides the Tranquil condition for 1 round per 1 additional MC used.