Wall of Iron

Conjuration (Creation)
Level: Conjurer 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to eleven 5-ft. squares; see text
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Spell Points: 11

“Doesn’t last long enough to be sold, I’m afraid.”

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so, keeping it in place. 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 you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. 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 you desire, the wall can be created (nearly) vertically resting on a flat surface but not attached to the surface, so that it tips over and crushes creatures caught in the area (the wall must have sufficient space to tip over). A wall so conjured crashes to the ground after one round (on your initiative in the next round) if left to fall on its own. Any large or smaller creature caught under the wall (naturally, the effective area becomes equal to the size of the wall) when it touches down takes 11d6 points of damage and is immobilized until he makes a successful DC 40 strength or escape artist check (or the wall is dispelled or expires). The presence of any huge or larger creature in the affected area causes the wall to automatically stabilize, negating the effect for all creatures.

In the round the wall spends falling, a creature adjacent to one of the squares in which the wall was conjured can use a move action to reverse the direction of the fall with a DC 30 strength check, or stabilize the wall in the position in which it was originally conjured with a DC 30 strength check and a DC 20 Balance check.

Augment: For every additional spell point you spend, you can create a wall with an area of one additional 5’ square. This increases the damage dealt to crushed creatures by 1d6, and increases the DC of the strength or escape artist checks to escape after being pinned by the wall by 1, as well as the strength DCs to affect the fall of the wall.