Level 6 Evocation spell available to Wizards. Ten turns of a solid wall that blocks movement and sight, 10d6 Cold to anything standing where it appears, and 10d6 Cold a turn to anyone who breaks through it. It is Wall of Stone that fights back.
Spell description: Raise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold per turn to creatures within.
Spell properties
- Damage: 10d6 Cold (wall) + 10d6 Cold per turn (cloud)
- Damage type: Cold
- Range: 18m (60ft)
- Area: 9m (30ft) line
- Duration: 10 turns
- Concentration spell
- Save: DEX save (half damage on success)
- Conditions applied: Creatures in the wall’s path take 10d6 Cold. Breaking the wall leaves an Ice Cloud dealing 10d6 Cold per turn (Constitution Saving Throw DC 16 for half).
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Wall of Ice at higher levels provides no additional benefits.
How to obtain Wall of Ice
- Wizard at Class level 11
Source item: Scroll of Wall of Ice
WALL OF ICE
Level 6 Evocation SpellRaise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10d6 Cold per turn to creatures within.
On save: Targets still take half damage.
AREA: WALL OF ICE
Condition: Icy Cloud
- When a section of the wall is broken, it leaves a cloud of frigid air.
- Creatures inside take 10d6 Cold damage per turn.
- Constitution Saving Throw (DC 16) for half damage.
When to cast Wall of Ice
Cast it on top of the enemy line. Anything standing in the wall’s path takes 10d6 immediately, and then the wall is between them and you. Enemies who smash through it are standing in a freezing cloud that does another 10d6 a turn.
Use it to split a fight. The wall blocks line of sight, so the archers and casters behind it cannot target your party, and the AI mostly either paths around or tries to break through. Both options cost them turns.
It is 9m long, shorter than Wall of Fire, and it is Concentration. The damage has fixed save DCs (15 for the wall, 16 for the cloud), which means your spell save DC gear does not help it but also that it stays reliable without it.
Cold is resisted by a fair number of late-game things and the cloud damage counts as non-magical for resistance purposes. Against fire enemies and devils it is superb. Against ice things, not so much.










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