Passwall was a transmutation spell that breached walls. The maximum thickness of the wall depended on the magical power of the caster.
The caster could create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall's thickness was too great, then a single casting of passwall simply made a niche or short tunnel. Several passwall spells could be cast in succession to form a continuing passage to breach very thick walls. When a passwall spell ended, creatures within the passage were ejected out the nearest exit. If someone dispelled the passwall effect, or if the caster dismissed it, creatures in the passage were ejected out the far exit if there was one, or out the sole exit otherwise.
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- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 259. ISBN 0-7869-2886-7.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 62. ISBN 0-7869-1836-5.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 171. ISBN 0-88038-716-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183–184. ISBN 0-7869-0394-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ R.A. Salvatore (October 2006). Road of the Patriarch (Hardcover). (Wizards of the Coast), p. 222. ISBN 978-0786940752.