Ice Storm

Ice Storm is a 4th-level evocation spell that druids, sorcerers and wizards can learn.

SRD 5.1 (2014)

Ice Storm

Level
4
School
evocation
Casting
an action
Range
300 feet
Components
V, S, M (a pinch of dust and a few drops of water)
Area
a 20-foot cylinder
Damage
2d8 bludgeoning and 4d6 cold, a Dexterity save for half
Cast higher
1d8 more for every level above 4
Classes
Druid, Sorcerer, Wizard

A hail of rock-hard ice pounds to the ground in a 20--- foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

SRD 5.2.1 (2024)

Ice Storm

Level
4
School
evocation
Casting
an action
Range
300 feet
Components
V, S, M (a mitten)
Area
a 20-foot cylinder
Damage
2d10 bludgeoning and 4d6 cold, a Dexterity save for half
Cast higher
1d10 more for every level above 4
Classes
Druid, Sorcerer, Wizard

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.

Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.

Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Cast Ice Storm in Kith Moot. A 5e RPG in your browser with an AI game master. Free to start.

Cast Ice Storm in Kith Moot