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Is Wall of Thorns as utterly broken as it seems to be?
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<blockquote data-quote="Lord Pendragon" data-source="post: 2506694" data-attributes="member: 707"><p>I don't see any reason the <em>Wall of Thorns</em> would block line of sight or line of effect, though a DM might ad hoc a House Rule that it did so, based on his own personal thought on how the wall might look.</p><p></p><p>The spell isn't really overpowered. Compare it to <em>Wall of Force</em> which does no damage, but is completely immune to harm save for a Rod of Cancellation or <em>Disintegrate</em>. <em>Wall of Force</em> even blocks ethereal travel, which the <em>Wall of Thorns</em> certainly does not.</p><p></p><p>How does one get out of the Wall? A wizard/sorcerer <em>teleports</em> out. <em>Teleport</em> is also a 5th-level spell, and the description of <em>Wall of Thorns</em> mentions nothing about interfering with spellcasting, even in the very center of the thorns. Or he might attempt to <em>dispel</em> the <em>Wall</em> entirely.</p><p></p><p>A cleric could <em>dispel</em> the <em>Wall</em>. If he has the Travel domain, he might also <em>teleport</em> out of the <em>Wall</em>. I would also rule that the Travel cleric's <em>freedom of movement</em> domain power is effective against the <em>Wall</em>, allowing him to expend rounds of the Travel domain power to completely ignore the wall's inhibition to movement. And if 5th-level spells are being slung around, the cleric is likely to have better than a 25 AC, so he's probably not going to take damage.</p><p></p><p>Fighters and barbarians likewise probably have greater than 25 AC, so they won't be taking damage from the spell. They might also have a high enough strength to make a feasible attempt to break out. If not, and they don't have a <em>helm of teleportation</em> or any other such nifty item, they're stuck.</p><p></p><p>Druids of level 2+ and rangers of level 7+ are immune to the spell thanks to <em>Woodland Stride (Ex)</em>.</p><p></p><p>Rogues and monks are screwed. But then, that's not necessarily a bad thing. Some spells are going to be more deadly versus certain classes.</p><p></p><p>Now, from the other side of it, most "melee brute" critters are A) going to have a good deal of natural armor, and possibly an AC of 25 or better (negating the damage of the spell) and very high strengths, meaning they can possibly push through the wall.</p><p></p><p>All this having been said, it's a good spell, particularly if you shape it to try and catch as many foes as possible within it right from the get-go. But it's not particularly overpowered, IMO.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 2506694, member: 707"] I don't see any reason the [i]Wall of Thorns[/i] would block line of sight or line of effect, though a DM might ad hoc a House Rule that it did so, based on his own personal thought on how the wall might look. The spell isn't really overpowered. Compare it to [i]Wall of Force[/i] which does no damage, but is completely immune to harm save for a Rod of Cancellation or [i]Disintegrate[/i]. [i]Wall of Force[/i] even blocks ethereal travel, which the [i]Wall of Thorns[/i] certainly does not. How does one get out of the Wall? A wizard/sorcerer [i]teleports[/i] out. [i]Teleport[/i] is also a 5th-level spell, and the description of [i]Wall of Thorns[/i] mentions nothing about interfering with spellcasting, even in the very center of the thorns. Or he might attempt to [i]dispel[/i] the [i]Wall[/i] entirely. A cleric could [i]dispel[/i] the [i]Wall[/i]. If he has the Travel domain, he might also [i]teleport[/i] out of the [i]Wall[/i]. I would also rule that the Travel cleric's [i]freedom of movement[/i] domain power is effective against the [i]Wall[/i], allowing him to expend rounds of the Travel domain power to completely ignore the wall's inhibition to movement. And if 5th-level spells are being slung around, the cleric is likely to have better than a 25 AC, so he's probably not going to take damage. Fighters and barbarians likewise probably have greater than 25 AC, so they won't be taking damage from the spell. They might also have a high enough strength to make a feasible attempt to break out. If not, and they don't have a [i]helm of teleportation[/i] or any other such nifty item, they're stuck. Druids of level 2+ and rangers of level 7+ are immune to the spell thanks to [i]Woodland Stride (Ex)[/i]. Rogues and monks are screwed. But then, that's not necessarily a bad thing. Some spells are going to be more deadly versus certain classes. Now, from the other side of it, most "melee brute" critters are A) going to have a good deal of natural armor, and possibly an AC of 25 or better (negating the damage of the spell) and very high strengths, meaning they can possibly push through the wall. All this having been said, it's a good spell, particularly if you shape it to try and catch as many foes as possible within it right from the get-go. But it's not particularly overpowered, IMO. [/QUOTE]
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