Nareau
Explorer
The DM weighs in...
I really don't like the spell mechanics here.
First off, I think the Wall of Thorns is far more powerful than its counterparts (Walls of Fire, Force, Ice, Iron, Stone). It does damage, it traps people, it's huge, and most importantly, it's shapable. A 9th level caster can fill 18 10x10x5 blocks. Compare that to:
a Wall of Iron (Wiz5)
9 5x5 planes, which is enough to create a wall 15' high and 15' wide. Str DC 29 to break through. Hardness 10, 60hp.
or a Wall of Stone (Clr5, Drd6, Earth5, Wiz5)
9 5x5 planes, but shapable. Must be merged into adjoining surfaces. Str DC 24 to break through. Hardness 8, 30hp.
or a Wall of Ice (Wiz4)
9 10'x10' planes, which is enough to create a wall 30' high and 30' wide. Or a hemisphere with a radius of 12'. 27 hp, Str DC 24 to break through.
Even the Wall of Force would be too small to capture a huge creature (as the hemisphere would only have a radius of 9', and huge creatures are generally 10' high or 20' long).
I have a problem with the lack of use of existing mechanics to deal with the spell. It's written so that it takes hours to to chop through, no matter who you are--even though it would take a power-attacking fighter less than a minute to hack through a solid Wall of Iron. And it makes no distinction between a dragon's breath and a Produce Flame.
I think it should have the benefits of being a huge area, shapable, and damage doing. I think it should have the detriments of being easier to get through (than the other wall spells). Heck, it might even be worth changing the duration to "Instantaneous".
I can see that this is one of the druid's best spells...in fact, it appears to be far better than any of his other 5th level spells. That tells me right there that there's something unbalanced with it.
So I propose (changes in bold)
Wall of Thorns
Conjuration (Creation)
Level: Drd 5, Plant 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one
10-ft. cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: See text
Spell Resistance: No
The wall of thorns spell creates a patch of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature forced into or attempting to move through the wall of thorns takes 2d6 points of damage every round. Any creature taking physical actions within the area is also subject to this damage. A successful reflex save negates the damage.
The character can make the wall as thin as 5 feet thick, which allows the character to shape the wall as a number of 10-by-10-by-5-foot blocks equal to caster level x2. This has no effect on the damage inflicted by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can attempt to destroy the wall. To make any progress, a creature must succeed at a Strength check (DC 25). A successful creature can destroy a 5' section of wall. A creature may also attempt to simply do damage to the wall. Each 5' section of wall has 20hp/caster level, and a hardness of 5. Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Creatures casting spells, fighting, or taking other physical actions inside the thorns may be subjected to the damage.
Any creature within the area of the spell when it is cast takes damage (Reflex negates) as if it had moved into the wall and is caught inside. In order to escape, it must attempt to break through the wall (see above), or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at their normal speed without taking damage.
The area of thorns provides one-quarter cover for every 5 feet of the substance between the character and an opponent—one-half cover for 10 feet of web, three-quarters for 15 feet, and total cover for 20 feet or more.
Fire does normal damage to the wall, and ignores its hardness. The thorns do not readily ignite, so flame must be applied every round in order to do damage to the wall.
Spider
I really don't like the spell mechanics here.
First off, I think the Wall of Thorns is far more powerful than its counterparts (Walls of Fire, Force, Ice, Iron, Stone). It does damage, it traps people, it's huge, and most importantly, it's shapable. A 9th level caster can fill 18 10x10x5 blocks. Compare that to:
a Wall of Iron (Wiz5)
9 5x5 planes, which is enough to create a wall 15' high and 15' wide. Str DC 29 to break through. Hardness 10, 60hp.
or a Wall of Stone (Clr5, Drd6, Earth5, Wiz5)
9 5x5 planes, but shapable. Must be merged into adjoining surfaces. Str DC 24 to break through. Hardness 8, 30hp.
or a Wall of Ice (Wiz4)
9 10'x10' planes, which is enough to create a wall 30' high and 30' wide. Or a hemisphere with a radius of 12'. 27 hp, Str DC 24 to break through.
Even the Wall of Force would be too small to capture a huge creature (as the hemisphere would only have a radius of 9', and huge creatures are generally 10' high or 20' long).
I have a problem with the lack of use of existing mechanics to deal with the spell. It's written so that it takes hours to to chop through, no matter who you are--even though it would take a power-attacking fighter less than a minute to hack through a solid Wall of Iron. And it makes no distinction between a dragon's breath and a Produce Flame.
I think it should have the benefits of being a huge area, shapable, and damage doing. I think it should have the detriments of being easier to get through (than the other wall spells). Heck, it might even be worth changing the duration to "Instantaneous".
I can see that this is one of the druid's best spells...in fact, it appears to be far better than any of his other 5th level spells. That tells me right there that there's something unbalanced with it.
So I propose (changes in bold)
Wall of Thorns
Conjuration (Creation)
Level: Drd 5, Plant 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one
10-ft. cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: See text
Spell Resistance: No
The wall of thorns spell creates a patch of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a person’s finger. Any creature forced into or attempting to move through the wall of thorns takes 2d6 points of damage every round. Any creature taking physical actions within the area is also subject to this damage. A successful reflex save negates the damage.
The character can make the wall as thin as 5 feet thick, which allows the character to shape the wall as a number of 10-by-10-by-5-foot blocks equal to caster level x2. This has no effect on the damage inflicted by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can attempt to destroy the wall. To make any progress, a creature must succeed at a Strength check (DC 25). A successful creature can destroy a 5' section of wall. A creature may also attempt to simply do damage to the wall. Each 5' section of wall has 20hp/caster level, and a hardness of 5. Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Creatures casting spells, fighting, or taking other physical actions inside the thorns may be subjected to the damage.
Any creature within the area of the spell when it is cast takes damage (Reflex negates) as if it had moved into the wall and is caught inside. In order to escape, it must attempt to break through the wall (see above), or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at their normal speed without taking damage.
The area of thorns provides one-quarter cover for every 5 feet of the substance between the character and an opponent—one-half cover for 10 feet of web, three-quarters for 15 feet, and total cover for 20 feet or more.
Fire does normal damage to the wall, and ignores its hardness. The thorns do not readily ignite, so flame must be applied every round in order to do damage to the wall.
Spider