Placing a Wall of Fire


Rules Questions


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School evocation [fire]; Level bloodrager 4, druid 5, magus 4, shaman 5, sorcerer/wizard 4, summoner 3, unchained summoner 4; Domain fire 4; Elemental School fire 4
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

DESCRIPTION

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.

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So how is a Wall of Fire placed? Is it put on the boundary between squares or does it take up actual squares?


You draw the Wall of Fire from a grid intersection to another grid intersection as a line. It either runs across a grid line, or diagonally through squares.

Shamelessly ripped from myself, here's an example of a 10 ft. corridor with a wall spell inside it.

Example Hallway

Let's start the first scenario. A spellcaster puts the Wall of Fire straight down the centre.

Example One

Example One is where you draw a line straight down the middle. If you were to put a Wall of Fire in a straight line along the grid line down the exact centre of a 10 ft. wide hallway, nobody takes damage from entering the wall when it's cast because it isn't passing through their square. However, it's blocking their movement to the other side of the hallway. If they moved across the line from column d to column e in Example One, they'd take damage as they crossed the wall's effect. The caster picks which side of the wall radiates heat, so anyone on that side takes the specified damage.

Example Two

Example Two is where you fill a column with fire. Instead of drawing the wall down the grid line, you could draw the line from one corner of the column d to the opposite, and it therefore passes through all the squares in column d. In that case all creatures in column d when it is cast take damage as if they entered the wall.

Example Three

In Example Three, the caster has put the Wall of Fire all the way across the hallway. Anyone in column d, rows 1 to 4, are inside the wall. Anyone in column e, rows 5 to 8, are inside the wall. Anyone moving from d5 to e4 takes damage too. The other squares are safe, so long as you don't enter a square containing the Wall of Fire or cross through its line. The wall radiates heat from the corner of the square it occupies up to the distance specified as counted for movement.


JDLPF wrote:

Example Two

Example Two is where you fill a column with fire. Instead of drawing the wall down the grid line, you could draw the line from one corner of the column d to the opposite, and it therefore passes through all the squares in column d. In that case all creatures in column d when it is cast take damage as if they entered the wall.

So if you used example two and had the "hot" side toward the right/east, everyone in column D takes 2d6 + caster level and everyone in column E takes 2d4 damage when you create this wall.

And then the same is true every round at the start of your turn.

And if someone chooses to move from E8 to D8, then they'll take 2d6 + caster level from moving into the wall and then take a FURTHER 2d6 + caster level on your turn from being "in" the wall rather than 2d4.

The net effect seems to be that the wall is effectively occupying all of column D (being in D counts as 2d6 + caster level and moving into D counts as taking 2d6 + caster level).

Is all of that correct?


Yep, that's correct. It's fairly low base damage since it's unavoidable, but it combos well with other spells. Drop this and a Solid Fog, for example.


But, suppose that wasn't a corridor and was instead an open space. Is someone standing in f1 within 10 feet of the wall or 20 feet of the wall? Is someone standing in h1 affected by the fire or safe? The wall is only supposed to affect an area 20 feet from the wall on one side. But if someone in h1 is affected, that part of the wall is affecting an area nearly 25 feet away from the wall.

My point is the spell should not be more effective just because it running at an angle.


Since Joe's arrived (hey Joe), let's use the actual example in question which you can see here.

The question is whether the evil Wizard (the guy in red) can cast a Fire Wall that affects the two squares with red outlines and then emits heat to the south. And does that Fire Wall immediately hit the person standing next to the northern door.


Joe Mucchiello wrote:
My point is the spell should not be more effective just because it running at an angle.

Welcome to the world of grid-based gaming! Please enjoy your stay.

Use the same rules that you use for movement for counting distance. If the player can enter a square crossed by a wall of fire, or actually cross the wall, with 10' of movement, then they are within 10' of the wall. If it takes 15' of movement to do either, they are within 20' of the wall.

At F1, they are within 10' of the wall because movement W, W (or SW, W) takes them to an occupied square.

Does this make the wall more effective because it's at an angle? Yes, if you are on the side where it's angling towards you, but that's how angles work: the wall actually is closer to you there. If you are on the other side, though, it's as or less effective because it's farther away (A1, for instance, is still 15' away). But of course, only the one side matters for this particular spell.

(Edited again and again to fix my wording)


John, that answers my question (and I've dealt with grids since Chainmail). H1 is 25 feet from the wall. Personally, I'd say it doesn't reach the H column until row 5 when less than half of the D column contains the spell.

I would also say that if the spell were cast as John drew it, someone standing in D8 would get hit with the 2d6+caster level effect for being in the wall when cast but afterward, they would be safe from the fire since E8, F8, G8 and H8 are definitely in the area of the wall's damage and as such D8 should not be in the area of effect. YMMV.

Balkoth, you forgot to put the arrow in the image. The original placement had the wall drawn from the middle of one square to the middle of the other bisecting the pink/red boxes shown in Balkoth's image. And as John already pointed out, it has to start and end on an intersection, which is what Caricus and I were saying.

IIRC, older versions of the spell (in a different game, granted) had a Ref saving throw for avoiding the wall when it would land on a target. That also solves part of the grid issue.


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As I said in the blade barrier thread, I'm not convinced it even has to start at a grid intersection, as it's not an Area spell. That doesn't really affect the rest of the analysis, though, which is excellent.


Joe Mucchiello wrote:
Balkoth, you forgot to put the arrow in the image. The original placement had the wall drawn from the middle of one square to the middle of the other bisecting the pink/red boxes shown in Balkoth's image. And as John already pointed out, it has to start and end on an intersection, which is what Caricus and I were saying.

The main issue here seems to be the following question:

Is there an actual difference between this first illustration and this second illustration?

Because no matter how it's depicted, the net result seems to be same. I drew it as an arrow across the squares instead of setting up individual squares as I thought the effect was the same and the arrow was easier (even if the arrow technically should have gone corner to corner, same result in the end).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I would just count 2-4 squares out from the line-occupied squares to determine if someone is within its heat field.


Ravingdork wrote:
I would just count 2-4 squares out from the line-occupied squares to determine if someone is within its heat field.

So you are saying whether the wall in the gridline left of D1 or it crosses D1, H1 is safe from the fire effect 20 feet out. Interesting.

Callum wrote:
I'm not convinced it even has to start at a grid intersection, as it's not an Area spell.

But it does affect an area. If instead of starting an intersection. Say it starts half way between two intersections. Is the square next to the origin point affected by the fire or not? How about the similar square at the other end of the sheet of flames? If the length of the wall is 160 feet, does the halfway between two grid intersections wall affect 155 feet, 160 feet, or 165 feet of squares by 20 feet of squares to one side of the wall?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Joe Mucchiello wrote:
Ravingdork wrote:
I would just count 2-4 squares out from the line-occupied squares to determine if someone is within its heat field.
So you are saying whether the wall in the gridline left of D1 or it crosses D1, H1 is safe from the fire effect 20 feet out. Interesting.

Actually, H1 would be effected too by my interpretation (and it would be the last one to be effected). I could totally see other GMs counting D1 as the first square though, which would also be a reasonable interpretation.


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Joe Mucchiello wrote:
Callum wrote:
I'm not convinced it even has to start at a grid intersection, as it's not an Area spell.
But it does affect an area. If instead of starting an intersection. Say it starts half way between two intersections. Is the square next to the origin point affected by the fire or not? How about the similar square at the other end of the sheet of flames? If the length of the wall is 160 feet, does the halfway between two grid intersections wall affect 155 feet, 160 feet, or 165 feet of squares by 20 feet of squares to one side of the wall?

Strictly, no, it doesn't affect an area. It creates an effect, the wall, which then deals damage to creatures based on how far away from the hot side of wall they are.

In practice, for ease of play and adjudication, we've always started the wall at a grid intersection. But I don't believe there's anything in the rules that require this - and not doing so doesn't present insurmoutable problems. (In your example, I'd rule that the wall counts as being "in" one of the end squares, but not the other - your choice which.) It's also quite nice to imagine a wizard saying "I want the wall to run from that tree to that rock", without any consideration of where those things are in relation to the grid.


If one character is standing in D1 and another in H1 they are standing 20 feet apart. It should not be possible for both of them to be within the 20 foot range of the heat effect of the wall. I have a hard time seeing how the spell as written should be allowed to do so.


Joe Mucchiello wrote:
If one character is standing in D1 and another in H1 they are standing 20 feet apart. It should not be possible for both of them to be within the 20 foot range of the heat effect of the wall.

It's a mathematical anomoly of the grid based system. The wall of fire passes through square D1, so square D1 is occupied by the wall. A person standing at D1 is therefore 0 ft from the wall.

It may not be intuitive and it may create small artifacts as a result of the math, but it is internally consistent.


It's not internally consistent. Internally consistent would have one "half" square affected and then the other "half" square not-affected. Internally consistent would allow area of effect spells to be cast in the center of a square to game the grid in the same way this spell games the grid.

Liberty's Edge

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Remember, the grid is there to help you, not to "trap" you.
If you are fighting in a corridor slanted at 45° on the adventure map, you aren't forced to draw it that way. Most GM would rotate the map when drawing it for play so that it is a straight corridor of full squares, not play with two row of half squares.

In the above situation, with a WoF stating in the center of a square, so that it affect two half squares, you kindly ask the player to place it so that it work with the current situation or shift the map to adapt it to how it was placed.

Pathfinder is a collaborative game, not a "I should squeeze every advantage I can get" game.


Joe Mucchiello wrote:
It's not internally consistent. Internally consistent would have one "half" square affected and then the other "half" square not-affected. Internally consistent would allow area of effect spells to be cast in the center of a square to game the grid in the same way this spell games the grid.

It's internally consistent exactly because it doesn't consider half squares. "Area" and "Effect" based magic generally affects everything in a square if the magic crosses into the square. Your example is consistent with that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Forseti is right.

Diego Rossi wrote:
Pathfinder is a collaborative game, not a "I should squeeze every advantage I can get" game.

Every game is a "I should squeeze every advantage I can get" game. That's how you train yourself to be successful in life.

.
.
.

:P


Joe Mucchiello wrote:
It's not internally consistent. Internally consistent would have one "half" square affected and then the other "half" square not-affected. Internally consistent would allow area of effect spells to be cast in the center of a square to game the grid in the same way this spell games the grid.

Pathfinder doesn't define "half affected" squares. A square is affected or it is not. And remember that AoE spells target square intersections, not the center of squares.

It is internally consistent because it uses the same rules as the rules for movement, and the artifact of the grid that you describe is the same one that exists for movement.

For example: on your turn you may take a 5' step. That step lets you move into any of the 8 squares surrounding your square on the grid. Mathematically, that means you can move anywhere within a 5' radius, which means the area you can move in to is described by a circle with a 10' diameter centered on you. But the eight squares that you are allowed to move in to forms a 3x3 array of squares...which has a diameter of 15', not 10'. And along the diagonal, it's really 20' by the diagonal movement rules. You can try and argue that you're moving from "center to center" of the square, but that is not how PF or 3.5 define squares. As a medium creature, you occupy your whole square. You are either in a square or you are not. There is no such thing as half a square.

That's what I mean by saying "internally consistent". The artifacts of the grid approximations are the same, well understood, and don't require special rules whether you are talking movement or distances to things. For Wall of Fire, just count squares from where you are until you hit an occupied square, or cross the line (if the wall was placed perfectly horizontal or vertical between squares).

Note that these anomalies are probably why spells with an AoE must target a grid intersection instead of a grid square. It eliminates the "origin in the middle of a square" problem, which would effectively add 5' to the diameter of everything. But of course it creates problems elsewhere.

The problem you are having with this is that you are trying to apply precise math to a system that simplifies distances into 5' blocks, using two overlapping coordinates systems (one for the squares, and one for the intersections). Don't try to do that. You won't be able to resolve the discrepancies. Just accept that the grid is there to make it easy to quickly estimate a distance from A to B, and that a consequence of that simplicity is that sometimes you get weird answers.


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Personally, I would rule that a creature in H1 is not "within 20 feet of the wall". The wall is a sheet, and doesn't fill the whole of the squares it passes through.


Callum wrote:
Personally, I would rule that a creature in H1 is not "within 20 feet of the wall". The wall is a sheet, and doesn't fill the whole of the squares it passes through.

You are welcome to do as you please in your game. You are making it harder on yourself by adding special cases and conditions, but that is your choice.

Pathfinder (and 3.5) defines Line effect spells as occupying the entire square that they are in, per the PRD templates. Wall of Fire is a line effect with a vertical height to it (aka a plane/sheet). By that rule, it really shouldn't be placed vertically or horizontally on the grid intersections between squares like the OP shows in Example 1: it should occupy the squares like line effect spells do as shown in the PRD.


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There isn't any such thing as a "line effect" spell in Pathfinder. There are Area spells that are line-shaped (such as lightning bolt) - for which those templates are intended. Wall of fire is an Effect spell, and as such has no connection to the rules for line-shaped Area spells.


Callum wrote:
There isn't any such thing as a "line effect" spell in Pathfinder. There are Area spells that are line-shaped (such as lightning bolt) - for which those templates are intended. Wall of fire is an Effect spell, and as such has no connection to the rules for line-shaped Area spells.

You're arguing semantics here. A "line-shaped area" is nonsensical in geometry. A line is a line. But there are rules for what squares are affected by a line such as lightning bolt, which is why you get things like "line-shaped areas".

Rather than create new rules and conditions for Wall of Fire, it's easier to just assume that the wall, which looks like a line when viewed top-down, affects the squares it passes through just like other spells that emit rays/lines (Lightning Bolt, Disintegrate, et. al.), and has a "line-shaped area" of effect for the squares it occupies. Thus dealing the "passing through" damage of 2d6+1/CL to people who are standing "in" the wall-occupied squares.

YMMV. The PRD is ambiguous so there's no right or wrong answer, only more or less work.

Liberty's Edge

John Mechalas wrote:
Callum wrote:
There isn't any such thing as a "line effect" spell in Pathfinder. There are Area spells that are line-shaped (such as lightning bolt) - for which those templates are intended. Wall of fire is an Effect spell, and as such has no connection to the rules for line-shaped Area spells.

You're arguing semantics here. A "line-shaped area" is nonsensical in geometry. A line is a line. But there are rules for what squares are affected by a line such as lightning bolt, which is why you get things like "line-shaped areas".

Rather than create new rules and conditions for Wall of Fire, it's easier to just assume that the wall, which looks like a line when viewed top-down, affects the squares it passes through just like other spells that emit rays/lines (Lightning Bolt, Disintegrate, et. al.), and has a "line-shaped area" of effect for the squares it occupies. Thus dealing the "passing through" damage of 2d6+1/CL to people who are standing "in" the wall-occupied squares.

YMMV. The PRD is ambiguous so there's no right or wrong answer, only more or less work.

PRD wrote:


Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.
...
Cone, Cylinder, Line, or Sphere: Most spells that affect an area have a particular shape.
Quote:


But Wall of fire don't have an area, it has an effect.
PRD wrote:


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

What you are doing is trying to apply unrelated rules. It is akin to say "tree leaves are green and able to do photosynthesis, so green toad are able to photosynthesize."


Diego Rossi wrote:

But Wall of fire don't have an area, it has an effect.

What you are doing is trying to apply unrelated rules.

You're splitting hairs. At the end of the day, you just need a consistent system to figure out which squares are affected by the spell.

If you want to use a system where lines are represented by two sets of rules: one for spells with "line-shaped areas of effect", and another for lines representing Wall of Fire spells, then knock yourself out. Me? I prefer simplicity.


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John Mechalas wrote:
You're arguing semantics here.

I'm not arguing semantics. In the rules for Casting Spells, "Area" and "Effect" are specific game terms, and getting them confused leads to all sorts of issues.

These rules are presented working through the spell description format, category by category: Name, School, Level, Components, Casting Time, and Range. The next section is titled "Aiming a Spell" and states:

PRD wrote:
You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.

We're now on to the next entry in the spell description, which is one of three types: Target, Effect, or Area. We have three separate sections of rules, covering the rules for each of those types of spell. So, from the construction of this whole part of the rules, it seems clear that you should only apply the rules from the appropriate section to any given spell; the other sections are talking about different types of spell. Furthermore, the rules in the different sections don't make sense if applied to other types of spell (for example, the Area section says "you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects", which wouldn't make sense if you tried to apply that to a Target spell). A Line spell is a subtype of an Area spell. Trying to apply the rules for this to an Effect spell is erroneous and confusing. Pointing out that error is neither arguing semantics nor splitting hairs, it's drawing the readers' attention to a significant aspect of the rules for spells.

Furthermore, your absolute assertion that "Wall of Fire is a line effect" is simply untrue.

You are attempting to apply the rules for Line spells to wall of fire - ignoring the distinctions put in place by the game's designers - claiming that this somehow makes things easier. In fact, as shown in this thread, it makes things more confusing and illogical. No new "rules and conditions" are required to adjudicate the effect of wall of fire without pretending it's some sort of Line spell. You simply need to read the spell's text and apply it. Are creatures within 20 feet of the wall's hot side? If so, then they are damaged by it.


John Mechalas wrote:
Pathfinder doesn't define "half affected" squares.

That's right. It doesn't. And yet it apparently does have 20' effects that affect 25' of space. If an effect affects 20 feet on a grid, it should only affect 4 squares. That is my contention. And you cannot say that is consistent when it is illogical. Either the heat effect reaches 20' or the spell description is wrong.

Regardless of where you draw the line effect, the heat effect should only target 4 squares to one side of the line. In the example given, if D1 is affected, H1 should not be. If D8 is not affected, H8 should be.

I have no problem with someone standing in D8 when the spell is cast get hit by the spell's passing through effect. But after that, it should be no problem for that square to be "on the other side" of the heat effect.


Wall of Fire is an Effect and not an Area:Line. You can designate the specifics of this "opaque" sheet of flame as you see fit.

PRD: Effect wrote:

Effect: Some spells create or summon things rather than affecting things that are already present.

You must designate the location where these things are to appear, either by seeing it or defining it.

It doesn't follow the Area: Line rules. The spellcaster creates the effect as they see fit (under the rules). GM counts squares away as if the person is moving. If a target is within the right movement distance to any part of the wall, then they are affected.


If the Paizo Team answers this FAQ Request then the answer could very well shed light on this same (and often asked) question.


justaworm wrote:
Wall of Fire is an Effect and not an Area:Line. You can designate the specifics of this "opaque" sheet of flame as you see fit.

I'm not talking about the line effect. I'm talking about the heat damage effect which SHOULD be an AREA. It is inconsistent to NOT treat the heat effect as an area.


heat effect image

By not treating the heat effect as an area, it affects far more space than it should. Based on the linked image what is supposed to be a 40x20 area is affecting a 45x25 area. Logically, should d0 really be affected? h0?

My argument is the affect should be something like this image:
heat effect proposed
Anyone standing in the d5-d8 area is in the line of effect but not in the heat area. those in d1-d4 get hit by both effects.


That bigger area is the result of the granularity of distances, and that's just fine because it's the way all ranges and distances are calculated.

Here's where it results from: everything within a single square is at a zero distance from everything else in the square. Everything in a square is at 5' distance from everything in an adjacent square.

The weird distance thing works both ways: two things on the far edges of their respective adjacent squares would be, in reality, almost 10' apart. For the purpose of calculating in-game distances, they're 5' apart. Two things close to the dividing edge of their respective adjacent squares might in the real world practically touch each other. For the purpose of range calculations in the game, they're 5' apart.

The thing is, you shouldn't overthink it, and just count squares. Stopping to consider one anomaly of the grid system is pointless. There are countless such anomalies.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You could look at that diagram, then rule that squares with less than 50% coverage are unaffected. If you did that, wouldn't that make it about right in terms of proper spacing effected?


Forseti wrote:
The thing is, you shouldn't overthink it, and just count squares. Stopping to consider one anomaly of the grid system is pointless. There are countless such anomalies.

I am counting squares. 20/5 = 4 squares, not 5. Thus I stop counting when I get to 4. "Five is right out."


You're not counting squares, you're doing maths that disregard how the game works.

When you count squares, you start where the effect originates. This is the zero distance point. You count 4 squares away from there. Just like you count every distance in the game.

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