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Hemispherical Wall of Ice
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<blockquote data-quote="Volaran" data-source="post: 4072907" data-attributes="member: 592"><p>Thank you for the replies so far. I thought that to clear up confusion, since it is a 3.0 FAQ being applied to a 3.5 situation issue,that I would post the Wall of Ice save information from the 3.0 and 3.5 SRDs.</p><p></p><p>3.0:</p><p>"Saving Throw: See text</p><p>Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level. It is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.</p><p>The character can create the hemisphere so that it traps one or more creatures, though these creatures can avoid being trapped by the hemisphere by making successful Reflex saves."</p><p></p><p>Here the text is pretty clear. Make the save, you're outside the hemisphere, although the Wall of Ice is still there. In some cases, this would mean some crazy movement that Ogrork the Mighty mentioned, but I don't necessarily mind that. Aside from being the occasional part of D&D, it would affect PC and adversary alike. It doesn't play favourites.</p><p></p><p>In this case, only the hemisphere version notes a save.</p><p></p><p>3.5</p><p>"Saving Throw: Reflex negates; see text</p><p>This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails."</p><p></p><p>Right off the bat, there are two main differences. Both versions of the spell now allow a save, and rather than a creature escaping from underneath (and the movement involved), they simply disrupt the wall and the spell fails.</p><p></p><p>Although it is personal interpretation at this point, it seems to me that the reflex save here would indicate something like sticking an arm into the spell area as it forms, since you're not moving out of the way.</p><p></p><p>As noted before, we do play in a 3.5 campaign.</p><p></p><p>I don't personally think the spell is overpowered, and there is a certain amount of trade off between the two versions. For instance, in 3.5 if you're involved in melee with a adversary, and they take a five foot step back and create a wall of ice between you to escape, you get a save to disrupt the spell as it forms. That wouldn't have happened in 3.0.</p><p></p><p>To respond to nick012000, there doesn't seem to be an actual ruling in either version as to what happens if you're in an actual square where ice is forming. Even with a failed save, were I DMing, I'd probably just have a character randomly end up on one side or the other, but that's just me.</p><p></p><p>To address the movement question, strictly speaking of the 3.5 version, if you were to allow someone starting at the center of the hemisphere as it was moving to clear enough distance to try and disrupt the wall, it would suggest that allowing someone the same length of movement to try and disrupt the anchored plane version of the wall. As Ogrok said, it is a slippery slope, and I'd rather just ignore it all together. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Volaran, post: 4072907, member: 592"] Thank you for the replies so far. I thought that to clear up confusion, since it is a 3.0 FAQ being applied to a 3.5 situation issue,that I would post the Wall of Ice save information from the 3.0 and 3.5 SRDs. 3.0: "Saving Throw: See text Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level. It is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach. The character can create the hemisphere so that it traps one or more creatures, though these creatures can avoid being trapped by the hemisphere by making successful Reflex saves." Here the text is pretty clear. Make the save, you're outside the hemisphere, although the Wall of Ice is still there. In some cases, this would mean some crazy movement that Ogrork the Mighty mentioned, but I don't necessarily mind that. Aside from being the occasional part of D&D, it would affect PC and adversary alike. It doesn't play favourites. In this case, only the hemisphere version notes a save. 3.5 "Saving Throw: Reflex negates; see text This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails." Right off the bat, there are two main differences. Both versions of the spell now allow a save, and rather than a creature escaping from underneath (and the movement involved), they simply disrupt the wall and the spell fails. Although it is personal interpretation at this point, it seems to me that the reflex save here would indicate something like sticking an arm into the spell area as it forms, since you're not moving out of the way. As noted before, we do play in a 3.5 campaign. I don't personally think the spell is overpowered, and there is a certain amount of trade off between the two versions. For instance, in 3.5 if you're involved in melee with a adversary, and they take a five foot step back and create a wall of ice between you to escape, you get a save to disrupt the spell as it forms. That wouldn't have happened in 3.0. To respond to nick012000, there doesn't seem to be an actual ruling in either version as to what happens if you're in an actual square where ice is forming. Even with a failed save, were I DMing, I'd probably just have a character randomly end up on one side or the other, but that's just me. To address the movement question, strictly speaking of the 3.5 version, if you were to allow someone starting at the center of the hemisphere as it was moving to clear enough distance to try and disrupt the wall, it would suggest that allowing someone the same length of movement to try and disrupt the anchored plane version of the wall. As Ogrok said, it is a slippery slope, and I'd rather just ignore it all together. :) [/QUOTE]
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