Wall of Ice
6th-level, Evocation
- Casting time: 1 Action
- Range: 120 feet
- Components: V, S, M (a piece of quartz)
- Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking dice:10d6|noform|noparens|avg (10d6) Cold damage on a failed save or half as much damage on a successful one.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking dice:5d6|noform|noparens|avg (5d6) Cold damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage the wall deals when it appears increases by dice:2d6|noform|noparens|avg|text(2d6) and the damage from passing through the sheet of frigid air increases by dice:1d6|noform|noparens|avg|text(1d6) for each spell slot level above 6.
Classes: Bard; Cleric (Arcana Domain); Wizard (Evoker); Wizard
Source: Player’s Handbook (2024) p. 339. Available in the SRD and the Free Rules (2024)