Wall of Ice

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 Spell

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.

On save: Targets still take half damage.

Range: 18m (60ft) Save: DEX save AoE: 9m (30ft) line Duration: 10 turns

AREA: WALL OF ICE

Duration: 10 turns
AoE: 9m (30ft) line
A solid wall of ice pillars that blocks movement and line of sight. Creatures in its path when it appears take 10d6 Cold (Dexterity Saving Throw for half).

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.

Wall of Ice – Baldur’s Gate 3 Spell

Spell properties

Level
Level 6
School
Evocation
Casting resource
Action + Spell Slot
Damage type
Cold
Range
18m (60 ft)
Duration
10 turns
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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