Vanquil's Wall of Detection
(Divination)

Range:  10 feet per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  One square with 20-foot sides, thick as a human hair
Saving Throw:  None

Vanquil's wall of detection creates an invisible, intangible wall that can mimic the function of several divination spells, and relay that information to the caster. The wall is immobile, flat and vertical, but it needs no physical support and works through solid objects (like floors). However, the caster must have been able to physically see the area when he cast the wall, and be within 10 feet per level of the area. After the spell has been cast, the wizard can move up to 50 feet per level away from the wall and still receive information from it. Moving outside that range causes no information to be received from the wall (the information is simply "lost").
The spellcaster gets one "slot" for the wall's powers for every three levels of experience, rounded down (a 12th-level wizard would have 4 slots available). The wizard can then choose which effects are desired (until all slots are filled): the effects cannot be changed. The cost for each effect is listed below.
One slot each:
	Limited clairvoyance: the caster receives blurry images of what passed through the wall. These images represent only a general form, and not specific shapes. The caster could tell a rock from a stick from a humanoid, but not a dwarf from an elf. If the object or creature is invisible, or there is insufficient light, this effect will reveal no information. Infravision other the wall's version is not compatible with this effect.
	Detect disease: the caster becomes aware that something that touched the wall is diseased.
	Detect evil: the caster becomes aware that something that touched the wall is of evil alignment.
	Detect good: the caster becomes aware that something that touched the wall is good-aligned.
	Detect invisibility: the caster becomes aware that something that touched the wall is invisible. If a visual power was chosen as well, the wizard will be able to see the invisible object.
	Detect magic: the caster becomes aware that something magical touched the wall. Being a spellcaster does not mean a person is magic; only a magic item or spell will trigger this effect.
	Detect undead: the caster becomes aware that some type of undead came into contact with the wall.
	"Infravision": the caster is aware of the relative temperature of everything that touches the wall: very hot (over 90?F), warm (70?-90?F), cool (40?-70?F), or cold (under 40?F). Most inanimate objects (and undead) will be close to the same temperature as the air. This power can be combined with visual powers for true infravision.
	Know alignment: the caster becomes aware of the law or chaos side of alignment for any creature that touches the wall.
	Know school: the caster becomes aware of the school specialization of any wizard who touches the wall. If the person is not a specialist wizard, this option has no effect.
	Penetration awareness: the caster becomes aware of the number of creatures or objects that touched the wall, and general size (as per Monstrous Compendium sizes: tiny through huge). This effect does not give any visual information, but will detect invisible creatures and works regardless of the illumination level.
Two slots each:
	Clairaudience: the caster can hear everything within 30 feet of the wall.
	Clairvoyance: the caster can see everything within 30 feet of the wall, illuminated. Natural infravision will not work with the wall of detection; the wall's infravision power must be used. Invisible creatures cannot be seen (unless the detect invisibility power was chosen).
	ESP: the caster gets an idea of the surface thoughts going through a creature's mind for the entire round.
	Know full alignment: the caster learns the full alignment of a creature that passes through the wall. This includes both the lawful, the chaotic, the good, and the evil side.
When something passes through the wall of detection, the wizard is aware of it only if one of the detection effects was triggered, or a visual power (like (limited) clairvoyance or penetration awareness) was used. Without a visual power, the caster will not know how many creatures or objects triggered the detection effect, or the specific object or creature that was the trigger. Although the wall can pass through physical objects, visual powers cannot.
For example, a 9th-level wizard casts a wall of detection, and chooses detect good, detect magic, and detect undead. The wizard would be totally unaware if a group of poor assassins passed through the wall (not good, no magics, and not undead). If ten paladins and one assassin passed through the wall, the wizard would be aware that something good-aligned (and possibly having magic) passed through the wall, but the wizard would not know how many creatures or objects passed through, nor would he know which ones were good or possessing magic. If the wizard had chosen detect good and clairvoyance, he would know which persons were of good alignment, what they looked like, and what everyone within 30 feet of the wall was doing.
Since the wall is hair-thin, the information last for only a fraction of a second unless the creature or object pauses inside the wall. In other words, the DM should only tell the player the information once. Also, it is nearly impossible to gauge an object's speed unless it comes to a near stop while in the area of effect. The incoming information does not "overload" the caster or disrupt spellcasting.
Other spells can detect the wall of detection. Detect magic will show that there is something in the wall's position (it won't reveal anything else, except possibly the school), and detect invisible will allow the caster of that spell to actually see the wall. Detect scrying will reveal the existence of the wall and its location, but not the wall's caster. If a wall of detection is inside an area protected by Mordenkainen's private sanctum, the wizard cannot receive information from the wall unless he enters the area of effect.
The material components are two different sensory organs from two different magical creatures. Also, if the central eye of a beholder is used as a material component, the wall of detection cannot be detected by detect magic, detect invisibility, or detect scrying.

