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AD&D Spell Spotlight: Wall of Force

Episode Transcript

Hey, welcome back to the podcast Evil Dungeon Master Universe Podcast.

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Vince, this is the Advanced Dungeons and Dragons Universe podcast by the Evil Dungeon Master.

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Anyway, So Advanced Dungeons and Dragons a game we all love to play.

And the reason why you're listening to this is because you enjoy Advanced Dungeons and Dragons and you missed the role for initiative days, but it's not coming back.

So unfortunately they you only have you're stuck with me.

Anyway, today's topic we're going to flip over to the player's handbook on page 82.

We're going to talk about Wall of Force, a fifth level magic user spell you requires you to be ninth level to cast it.

Its range is 30 feet.

Duration one turn plus one round per level.

Area of effect is 20 square feet per level.

No saving throw around, only disintegrate destroys it.

You need a pinch of powdered diamond or powdered diamond dust to actually use this spell.

A wall of force creates an invisible barrier in the locale desired by the caster up to the spells range.

The wall of force will not move and is totally unaffected by any other spells, including dispel magic save Disintegrate spell which will immediately destroy it.

Likewise, the wall of force is not affected by blows, missiles, cold, heat, electricity, or anything similar.

Spells or breath weapon will not pass through it in either direction.

The magic user can, if desired, shape the wall into a hemispherical or spherical shape with an area equal to his or her ability maximum of 20 feet square per level of experience.

The material is a pinch of powdered diamond dust.

Cool.

It just says pinch of powdered diamond, which is diamond dust.

But anyway, so at 10th level, you'd have like a 200 foot square barrier, 10 foot by 20 foot long wall and things don't know it's there, so it's going to slam into it.

So there's some things that it says no spells can go through it.

So that means that no light can come through continual light, no clairvoyance or anything like that.

So those things can't go through it.

Now it is a wall of force, which means things can smash into it.

I want to know do what about creatures with magical resistance?

Are they able to get through this wall with a proper I guess roll or save?

Would they be able to get through it or not?

Because there's just nothing magical to get through?

But if something is magical resistant against the spell, does that mean it gets through?

Interesting huh?

There's other things I think you could use it to.

I was thinking about how you could use this in combat and the obvious ways are just basically to block off areas and things like that.

But say, but a large amount of creatures is attacking, you can slam the wall down in front of them to protect you as you get away and they will go smash right into this barrier because they can't see it.

Trap things inside the hemispheric sphere thing that you have and you have your own little like, you know, prison, so to speak, for as long as your spell lasts.

But the thing that you do have to worry about, air, nothing could pass through this.

So that means air does not pass through it either.

So you have a creature in there, you're going to suffocate said creature or whatever in there unless you break the spell or they wait the time limit and it can hold their breath for depending 10 plus 1010 minutes at least.

And I don't think anybody can hold their breath 10 minutes at least unless there's some type of magical creature that does that.

So you have to worry about that.

It could be used to protect the party against the dragon that has a breath weapon or spell bombardment from a dragon.

Throw up this invisible wall.

Nothing says that speaking through it does not work though.

I'm thinking about this if if the considerations of air is a worry for this thing, Does that mean that when you throw this wall down it will block sound as well?

So when you're speaking, it'll sound like you're talking behind a wall, so to speak.

It just, it had me thinking about that you could use it as an invisibility gotcha on monsters that slam into it.

Like I said, you just throw it up in a dungeon and they go slamming into it when you were like, ha ha, you know something funny like that.

But trap the big bad behind this wall.

Or if you anticipate the big bad constantly getting away, what you could do is you could throw the sphere around the big bad or throttle the wall of force behind him so when he tries to retreat, bang right into the wall and falls onto the ground.

Things like that.

There's a couple other considerations I was writing down when thinking about the spell.

Yeah, villains can use this too.

Evil magic users or whatever can use this wall force spell, and just like you could use it, they can use it as well.

So there's no saving throw allowed for this.

So if the evil magic user casts this wall of force into the sphere around your character, well your character is going to die unless they figure out a way how to get rid of this spell around your character.

Now if the air situation is something that in fact does not pass through it, then you, your character is doomed.

Just like a villain, your character is doomed.

So what's good for the you is good for them as well.

So don't forget, however you use it, the Dungeon Master can also use it against you in the same manner.

I was also thinking now creative ways of casting it.

Obviously you have to direct it into an area where to cast it and what area to cast it in.

So what if you put the central casting of said spell directly on the line path of your foe?

Now would it be like a wall that forms around them and traps them inside?

The invisible wall force?

Does it go through their body?

I don't know.

Something things like that you have to think about as a dungeon master when a player comes up with these weird creative things.

What if Now doesn't say either way in the rules that the wall force has to be placed on the ground?

It just says it makes a wall.

So what if a player that wore a dungeon master cast the spell above you flat so that it falls and smashes on you?

So now you have the wall that is we'll say you're about 10th level.

Like we said, 200 square feet barrier, a 10 foot wall by 20 foot long wall falling on the entire party.

Now you have the whole rocks fall in the party, but instead it's an involved force that smashes down and crushes the enemy.

There's nothing that says you have to put it on the ground, it just says pick your location, there it is.

So placing it in the air flat, it's going to fall just like any other wall that you place.

A wall could be placed anywhere if you read the rules that way.

I mean, you're the dungeon master.

You tell me was would that be a way you handle in your games?

I'd love to know because as a creative person like I am, I would try that in my in the game to see what the guy said as the dungeon Master.

And if he's like, no, no, you can't do that.

And I would probably say, well, the rules say I don't, but you're the dungeon master.

We'll talk about it later because I feel it should be.

And yeah, I'll talk to him about it after the game.

And then we could debate it all we want.

Never debated in the game.

I hate when people do that in the game.

That ruins the move.

The dungeon master has the final say.

You can give a, you know, a quick little, well, rebuttal if you'd like to try to, you know, sway the decision.

And I've made decisions in game and I've had a player say, well, this, you know, maybe this, this, this, this, this, this, this.

And I'd be like, you know what, You're right, all right, it works and that's how games should work.

But remember, don't argue at the table like that.

As far as taking it beyond a quick rebuttal, you know, stating your case, stating your case is fine.

Anything else than that is just stop, stop, take it after the game and debate it out then.

And then going forward, if you guys make a decision, that's how it'll work.

And that's generally how I handle things when it comes to games.

I like to make a decision because I am the dungeon master.

My rules are final.

You're allowed to say, well, consider this type statement and then that's it.

We talk about it after the game if there's no, you know, consensus.

And a lot of times if I'm not 100% positive about how I want a rule, I will give it to the group right then and there.

I'll say, what do you all think?

Should I allow this or not?

And I told them, now don't forget, depending on the situation, I say if I allow this, anybody can use it this way as well.

So it's not like just them.

And generally the group will give me an honest answer, no, no, no, that won't work that way.

Or yeah, we want it to work that way.

And they don't care if like the MPCS or the monsters can do it as well.

For example, when I was playing basic Fantasy, why still AM?

When you tie the armor class or roll over it, you're allowed.

You're supposed to hit.

That's how it works.

But my group decided that if you tie it, you don't hit.

And that was a group consensus and it worked both ways.

Monster slash MPC versus PCs.

I'm fine with changing the rules like that as long as the group is happy with it.

Overall, didn't like the decision, but you know what?

It worked in my favor a bunch of times too.

So worked in their favor, worked in mine.

So that's the way you can always, you know, have a group consensus and do things with a group and actually get along.

But enough about that.

Tell me what you think about the Wall Force, how you would use it in your games, any creative ways.

I'd like to hear your stories and the way you use it or the way you've ruled it in your group.

I'm really interested in hearing these stories and I thank those people that comment and give me their opinions about certain spells or items or how they use it even in other editions too.

I don't, I don't really care.

It's always interesting to see how people handle it.

5th edition, 4th edition, 3rd edition, whatever, I don't care.

It's always interesting to hear how another Dungeon Master will adjudicate anything in any edition of Dungeons and Dragons.

So anyway, so I'm going to head out, keep original, keep it old school.

Good night and God bless everybody.

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