Wall of Clearslime (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 8-2-21
Status: Complete
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Wall of Clearslime
Conjuration (Creation)
Level: Druid 4, Sorcerer/Wizard 5
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored wall of clear slime, up to one 10-ft. square/level, or hemisphere of slime with a radius of up to 3 ft. + 1 ft./level
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: No

The arrows seemed to get stuck in mid air, but revealed the presence of a glassy gel in between you and the druid.

This spell creates an anchored plane of clear transparent gel or a hemisphere of gel, depending on the version selected. A wall forming over a creature allows a creature to move to one side of the wall at their choice outside their turn, and this movement does not provoke attacks of opportunity. The slime is transparent, requiring a DC 20 Spot check to notice its location, though other effects such as dust or suspended items might reveal it or make the Spot check easier.

Creatures attempting to pass through the wall take 2d4 points of acid damage, and must make a Fortitude save or end their movement embedded in the wall, and they must hold their breath. They can take another move action to attempt the saving throw again. On a successful saving throw, they move at half speed and take half damage from the acid. The clearslime stops non-siege projectiles and suspends them in mid-air, revealing the section of wall. Rays and other effects strike the wall normally. The wall counts as an ooze or a watery creature for the purpose of interaction with spells and other effects.

Slime Plane: A sheet of rubbery clear slime appears, 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level caster can create a wall of clearslime 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 2 hit points per inch of thickness. Creatures can hit the wall automatically, but bludgeoning damage is halved. 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 15 + caster level. A broken wall automatically seals back up after 2 rounds on at the end of the caster's turn at full health.

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the slime plane form.


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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
ComponentV + and S +
Identifier3.5e Spell +
LevelDruid 4 + and Sorcerer/Wizard 5 +
RangeOther +
RatingUndiscussed +
SchoolConjuration +
SubschoolCreation +
SummarySummon a transparent wall of slime which blocks attacks and hampers movement. +
TitleWall of Clearslime +