Wall of Ice
6th-level evocation · 10d6 Cold damage, average 35
35 average Cold damage · 10–60
Roll Wall of Ice
Press a roll button. The dice land here.
Spell details
- Level
- 6th-level
- School
- Evocation
- Casting time
- Action
- Range
- 120 feet
- Components
- V, S, M (a piece of quartz)
- Duration
- Concentration, up to 10 minutes
- Classes
- Wizard
- Save
- Dexterity (half on success)
Wall of Ice damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 6th slot | 35 | 10–60 | 17.2 | |
| 7th slot | 38.5 | 11–66 | 19 | |
| 8th slot | 42 | 12–72 | 20.8 | |
| 9th slot | 45.5 | 13–78 | 22.5 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 10d6
| Total | Chance |
|---|---|
| 23 or more | 99% |
| 35 or more | 54% |
| 48 or more | 1% |
| 55 or more | <1% |
Wall of Ice against other 6th-level damage spells
By average damage on one target, Wall of Ice ranks 6th of 9 6th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Disintegrate | 10d6 + 40 | 75 |
| Harm | 14d6 | 49 |
| Chain Lightning | 10d8 | 45 |
| Circle of Death | 8d8 | 36 |
| Freezing Sphere | 10d6 | 35 |
| Wall of Ice | 10d6 | 35 |
| Blade Barrier | 6d10 | 33 |
| Wall of Thorns | 7d8 | 31.5 |
| Sunbeam | 6d8 | 27 |
Rules text
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 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 Cold damage on a failed save or half as much damage on a successful one.
At higher levels. The damage the wall deals when it appears increases by and the damage from passing through the sheet of frigid air increases by for each spell slot level above 6.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.