Wall of Ash (Wizard Spell)

The spell creates a barrier of ash that is deadly to living creatures. Touching it causes damage, and crossing it might cause instant death.
During the preparation time, the defiler must dig or have dug a small trench, one foot wide and one foot deep, in the shape the wall will take when it is cast. A defiler who is not personally in­volved in the digging must still personally over­see the work for at least four hours per day during the preparation time.
The wall can be of any shape, and as long as 30 yards per caster level above 20th. The ash ap­pears in the trench and is piled one foot above the ground. Vertically, the wall's deadly effect ex­tends for 10 feet per level of the caster, plus 20–80 feet (2d4 x 10).
Contact with the ash causes 1 d 10 points of damage (as much as 10d10 points of damage per round for continuous contact). A living creature crossing completely over the ash within the area of effect must make a successful saving throw vs. death magic at a penalty of-10. Failure means the creature dies, its life completely absorbed by the deadly ash. Jumping or flying through the barrier makes no difference, and the effects extend into the Astral and Ethereal Planes. However, teleport and similar spells allow safe passage. Magic, psionic attacks, missile weapons, non-living things, and undead can cross the ash wall without penalty. Ash golems remaining in contact with the wall of ash for a complete round are restored to full hit points. The caster and any allies are as subject to damage and death from the wall of ash as their enemies.
The material component is a sack of ash col­lected from the remains of a defiler of the same level as the caster.
Notes: Restricted to defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells