Spells / Wall Of Ice
Wall Of Ice
evocation cold
LevelArcanist 4, Bloodrager 4, Elementalist Wizard 4, Magus 4, Sorcerer 4, Summoner 3, Wizard 4Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Duration1 min./levelSaving throwReflex negates; see textComponentsV, S, M (a piece of quartz or rock crystal)
Engine mechanics - what the game actually does
Damage1 d6coldscales per CL Reflex save negates
1d6/CL cold, Reflex negates
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice , and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane : A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the w...