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<blockquote data-quote="mroberon1972" data-source="post: 388154" data-attributes="member: 5148"><p><strong>Herald, you are not even trying...</strong></p><p></p><p>Herald, you are not even trying...</p><p></p><p>Please READ the posts and then argue. As of this moment, you seem to be trolling for a fight. Please give more useful arguments. </p><p></p><p>To prevent confusion, here are the complete listings of the spells involved. Please note the bolded portions.</p><p></p><p>----------------------------------------------------------------------------------</p><p></p><p>Wall of Iron</p><p></p><p>Conjuration (Creation)</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Effect: Iron wall whose area is up to one 5-ft. square/level (see text)</p><p>Duration: <strong>Instantaneous</strong> </p><p>Saving Throw: See text</p><p>Spell Resistance: No</p><p></p><p>The character causes a flat, vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the character can shape its edges to fit the available space.</p><p></p><p>The wall of iron is 1 inch thick per four caster levels. The character can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness. Creatures can hit the wall automatically, but it is so hard that the first 10 points of damage from each blow are ignored. (For example, a blow of 17 points of damage deals only 7 to the wall.) A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.</p><p></p><p>If the character desires, the wall can be created vertically resting on a flat surface but not attached to the surface so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must succeed at a Strength check (DC 40) to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Large and smaller creatures who fail take 10d6 points of damage. The wall cannot crush Huge and larger creatures. </p><p></p><p>Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.</p><p></p><p>Fabricate</p><p></p><p>Transmutation</p><p>Level: Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: See text</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: Up to 10 cu. ft./level (see text)</p><p>Duration: <strong>Instantaneous</strong></p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>The character converts material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the character works with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.</p><p></p><p>The character must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.).</p><p></p><p>Casting requires 1 full round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.</p><p></p><p></p><p></p><p>Dispel Magic</p><p></p><p>Abjuration</p><p>Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>The character can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.</p><p></p><p><strong>Note: The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before the dispel magic can take effect.</strong></p><p></p><p>The character choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:</p><p></p><p>Targeted Dispel: One object, creature, or spell is the target of the spell. The character makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level.</p><p></p><p>If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature.</p><p></p><p>If the object that the character targets is a magic item, the character makes a dispel check against the item’s caster level. If the character succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. Remember that a magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this.</p><p></p><p>The character automatically succeeds at the dispel check against any spell that the character cast.</p><p></p><p>Area Dispel: The spell affects everything within a 30-foot radius.</p><p></p><p>For each creature who is the target of one or more spells, the character makes a dispel check against the spell with the highest caster level. If that fails, the character makes dispel checks against progressively weaker spells until the character dispels one spell (which discharges the dispel so far as that target is concerned) or fail all the character's checks. The creature’s magic items are not affected.</p><p></p><p>For each object that is the target of one or more spells, the character makes dispel checks as with creatures. Magic items are not affected by area dispels.</p><p></p><p>For each ongoing area or effect spell centered within the dispel magic’s area, the character makes a dispel check to dispel the spell.</p><p></p><p>For each ongoing spell whose area overlaps that of the dispel, the character makes a dispel check to end the effect, but only within the area of the dispel magic.</p><p></p><p>If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, the character makes a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.</p><p></p><p>The character may choose to automatically succeed at dispel checks against any spell that the character cast.</p><p></p><p>Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. The character must make a dispel check to counter the other spellcaster’s spell.</p><p></p><p>---------------------------------------------------------------------------------</p><p></p><p>I will not argue these facts any further. Herald, please research your information. In other words: RTFM.</p><p></p><p></p><p></p><p>Mr. Oberon</p></blockquote><p></p>
[QUOTE="mroberon1972, post: 388154, member: 5148"] [b]Herald, you are not even trying...[/b] Herald, you are not even trying... Please READ the posts and then argue. As of this moment, you seem to be trolling for a fight. Please give more useful arguments. To prevent confusion, here are the complete listings of the spells involved. Please note the bolded portions. ---------------------------------------------------------------------------------- Wall of Iron Conjuration (Creation) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Iron wall whose area is up to one 5-ft. square/level (see text) Duration: [B]Instantaneous[/B] Saving Throw: See text Spell Resistance: No The character causes a flat, vertical iron wall to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the character can shape its edges to fit the available space. The wall of iron is 1 inch thick per four caster levels. The character can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness. Creatures can hit the wall automatically, but it is so hard that the first 10 points of damage from each blow are ignored. (For example, a blow of 17 points of damage deals only 7 to the wall.) A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness. If the character desires, the wall can be created vertically resting on a flat surface but not attached to the surface so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must succeed at a Strength check (DC 40) to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Large and smaller creatures who fail take 10d6 points of damage. The wall cannot crush Huge and larger creatures. Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Fabricate Transmutation Level: Sor/Wiz 5 Components: V, S, M Casting Time: See text Range: Close (25 ft. + 5 ft./2 levels) Target: Up to 10 cu. ft./level (see text) Duration: [B]Instantaneous[/B] Saving Throw: None Spell Resistance: No The character converts material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If the character works with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet. The character must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.). Casting requires 1 full round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell. Dispel Magic Abjuration Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No The character can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells. [B]Note: The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before the dispel magic can take effect.[/B] The character choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: Targeted Dispel: One object, creature, or spell is the target of the spell. The character makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level. If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature. If the object that the character targets is a magic item, the character makes a dispel check against the item’s caster level. If the character succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. Remember that a magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this. The character automatically succeeds at the dispel check against any spell that the character cast. Area Dispel: The spell affects everything within a 30-foot radius. For each creature who is the target of one or more spells, the character makes a dispel check against the spell with the highest caster level. If that fails, the character makes dispel checks against progressively weaker spells until the character dispels one spell (which discharges the dispel so far as that target is concerned) or fail all the character's checks. The creature’s magic items are not affected. For each object that is the target of one or more spells, the character makes dispel checks as with creatures. Magic items are not affected by area dispels. For each ongoing area or effect spell centered within the dispel magic’s area, the character makes a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel, the character makes a dispel check to end the effect, but only within the area of the dispel magic. If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, the character makes a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. The character may choose to automatically succeed at dispel checks against any spell that the character cast. Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. The character must make a dispel check to counter the other spellcaster’s spell. --------------------------------------------------------------------------------- I will not argue these facts any further. Herald, please research your information. In other words: RTFM. Mr. Oberon [/QUOTE]
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