Wall of Ice
LEVEL: 6th
CASTING TIME: 1 Action
RANGE/AREA: 120 ft
COMPONENTS: V, S
DURATION: Concentration 10 Minutes
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: Cold
- You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere 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 within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
- 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 is vulnerable 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 must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
- When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Concentration
- Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.
- If a spell must be maintained with Concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end Concentration at any time (no action required).
- Normal activity, such as moving and attacking, doesn’t interfere with Concentration. The following factors can break concentration:
- Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.
- The GM might also decide that certain environmental phenomena, such as a wave Crashing over you while you’re on a storm--tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain Concentration on a spell.
Components
- A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), or somatic (S). If you can't provide one or more of a spell's components, you are unable to cast the spell.
- Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.
- Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Remove these ads. Join the Worldbuilders Guild