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Passwall was a transmutation spell that breached walls. The maximum thickness of the wall depended on the magical power of the caster.

Effect[]

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.

Variants[]

The drow variant of the passwall spell could create passageways through solid stone and dirt, but it had a very short duration.[11]

Components[]

The spell required verbal, somatic and material components. The material required was a pinch of sesame seeds.[2]

History[]

The spell was attributed to Netherese arcanist Aksa the Destroyer in −2058 DR and was originally called Aksa's passage.[1]

Notable Uses[]

During the Time of Troubles of 1358 DR, Kyriani asked Khelben Arunsun to cast a passwall so she could escape Castle Waterdeep.[12]

Trivia[]

Most of the creatures native to the elemental planes of Earth, Dust, Magma, Minerals, and Ooze had an innate ability similar to passwall. It was limited to stone materials, but they could extend it to any creature they were touching.[13]

Appendix[]

Appearances[]

Comic Books
Advanced Dungeons & Dragons (#20)

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23, 26. ISBN 0-7869-0437-2.
  2. 2.0 2.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 68, 211, 264. ISBN 978-0-7869-6560-1.
  3. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 310. ISBN 0-7869-4867-1.
  4. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 259. ISBN 0-7869-2886-7.
  5. 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.
  6. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 171. ISBN 0-88038-716-5.
  7. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183–184. ISBN 0-7869-0394-5.
  8. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  9. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.
  10. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 89. ISBN 0-8803-8099-3.
  11. R.A. Salvatore (October 2006). Road of the Patriarch (Hardcover). (Wizards of the Coast), p. 222. ISBN 978-0786940752.
  12. Dan Mishkin (July 1990). “Dark of the Moon”. In Elliot S. Maggin ed. Advanced Dungeons & Dragons #20 (DC Comics) (20)., p. 20.
  13. Monte Cook and William W. Connors (December 7, 1998). The Inner Planes. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), p. 34. ISBN 0-7869-0736-3.
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