American Diver

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9 people marked this as FAQ candidate.

So when reading this spell, I see that it says for the saving throw "see text." After reading the spell I could not find any part talking about a saving throw. I read the part about the strength check, but I am not sure if this would be the saving throw that it mentions. I also checked Wall of Fire, which does not allow a save.

So my question is, what is the saving throw for?

Wall of Lava

School conjuration (creation) [earth, fire]; Level druid 8, sorcerer/wizard 8
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a chunk of dried lava)
EFFECT

Range medium (100 ft. + 10 ft./level)
Targets lava wall whose area is up to one 5-ft. square/level (S)
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance no

DESCRIPTION

This spell creates a vertical wall of lava that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A wall of lava's maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a wall of lava can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall's overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a wall of lava, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).

A creature can move through a wall of lava as a full-round action by making a DC 25 Strength check-failure indicates that the creature is pushed back out of the wall to the point he just attempted to leave. A creature with a burrow speed can move through the wall using its burrow speed. An attempt to move through a wall of lava inflicts 20d6 fire damage. A wall of lava also radiates heat as if it were a wall of fire, although the heat from a wall of lava radiates from both sides.

Once per round as a move action, you can direct the wall of lava to erupt. This causes a plume of lava to fire at any target within 60 feet of either side of the wall, but reduces the wall's overall size by 1d4 5-foot square sections. You must make a ranged touch attack to hit the target, which takes 10d6 points of fire damage on a hit. Holes created in a wall of lava from this effect instantly reseal, reducing the overall size of the wall.

All damage inflicted by physical contact with a wall of lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half that dealt during actual contact (that is, 1d6 or 5d6 or 10d6 points per round).

Wall of Fire

School evocation [fire]; Level druid 5, magus 4, sorcerer/wizard 4, summoner 3
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a piece of phosphor)
EFFECT

Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high
Duration concentration + 1 round/level
Saving Throw none; Spell Resistance yes

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.


I was just a bit unsure about how this spell should work.

The PostMonster General wrote:

Mage's Disjunction

School abjuration; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Duration 1 minute/level

Saving Throw Will negates (object); Spell Resistance no

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

The part in bold is the one I am unsure about. Does it mean automatically unraveled (as in no caster level check required) or does the caster have to make a CL check for each spell and spell-like effect that is involved?


So recently one of my players had gotten the Spell Perfection feat for Fireball. He was thinking that he would be able to use a 3rd level Pearl of Power to recall his Fireball spell after he had spontaneously applied the Intensified, Selective, and Empowered metamagic feats for it. I told him he would need an 8th level Pearl of Power to do this, as Spell Perfection is an ability he has and the Pearl of Power does not. My player was quite upset with this. I know that a Pearl of Power can not recall a spell that has been cast spontaneously, but I could not find any rules for Pearls of Power and how they interact with a spell that has had metamagic feats applied to it spontaneously. Any feedback would be much appreciated, as me and my player are butting heads with one another about this.