- Casting Time
- 1 action
- Duration
- Concentration, up to 10 minutes
- Range
- Medium · 120 feet
- Components
- V · S · M (a sliver of clear quartz)
- Saving Throw
- DEX · Half damage.
You raise a wall of dense ice up to 60 feet long, 10 feet high, and 1 foot thick on a solid surface within range. Each creature in the wall's space when it appears makes a Dexterity saving throw, taking 6d8 cold damage on a failed save or half as much on a successful one. Each 10-foot section of the wall has AC 12 and 30 hit points. When a section is reduced to 0 hit points it shatters into a 5-foot-wide field of jagged ice, and a creature that enters or starts its turn in that field takes 2d6 cold damage.
At Higher Levels
| Slot | Effect |
|---|---|
| 5th · 7d8 | The damage increases to 7d8. |
| 6th · 8d8 | The damage increases to 8d8. |
| 7th · 9d8 | The damage increases to 9d8. |
| 8th · 10d8 | The damage increases to 10d8. |
| 9th · 11d8 | The damage increases to 11d8. |
The frost line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Chill
- L1 Icicle
- L1 Rime (terrain)
- L2 Frost you came from here
- L3 Hail (area)
- L3 Harpoon
- L4 Freeze (binding)
- L4 Wall of Ice (barrier)
- L5 Floe (bearing)
- L6 Blizzard
- L7 Glacier
- L7 Permafrost (area)
Branches from here: Floe
Role
- control
- protection
- creation