Ice Storm

Level 4 Evocation spell available to Druids, Sorcerers, and Wizards. 2d8 Bludgeoning plus 4d6 Cold in a 6m radius, and it leaves the ground iced over so everyone still standing has to save or fall over. Less raw damage than an upcast Fireball, more control.

Spell description: Impel a storm of hail and ice to crash from the sky, striking all objects and creatures within range for Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns.

Spell properties

  • Damage: 2d8 Bludgeoning + 4d6 Cold
  • Damage type: Bludgeoning, Cold
  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Save: DEX save (half damage on success)
  • Conditions applied: Creates an Ice surface for 2 turns: Difficult Terrain that can knock creatures Prone.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deals an extra 1d8 Bludgeoning damage for each spell slot level above the 4th.

How to obtain Ice Storm

  • Druid, Sorcerer, Wizard at Class level 7
  • Tempest Domain Clerics (Domain spell) and Circle of the Land Druids (Arctic) at Class level 7
  • Bard via Magical Secrets at Class level 10

Source items: Markoheshkir, Scroll of Ice Storm

ICE STORM

Level 4 Evocation Spell

Impel a storm of hail and ice to crash from the sky, striking all objects and creatures within range for Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns.

On save: Targets still take half damage.

Range: 18m (60ft) Save: DEX save AoE: 6m (20ft) radius

SURFACE: ICE

Duration: 2 turns
AoE: 6m (20ft) radius
Difficult Terrain. Creatures on the ice roll a Dexterity Saving Throw against your spell save DC or fall Prone.

Condition: Prone

  • The creature cannot move or take Actions, Bonus Actions, or Reactions, and must spend half its Movement to stand up.
  • Attack Rolls against it from within 3m have Advantage.
  • It has Disadvantage on Strength and Dexterity Saving Throws.
  • Falling Prone ends Concentration.

When to cast Ice Storm

Cast it when the crowd control matters as much as the damage. The ice surface is the real payload: anything that fails the second Dexterity save is Prone, and Prone enemies lose movement, attack with Disadvantage, and get hit with Advantage in melee.

The two damage types are a small bonus. Fire resistance is common, Cold and Bludgeoning resistance together is rare, so Ice Storm does full damage to things that would laugh at Fireball.

The ice lasts two turns and it does not care whose side you are on. Do not drop it where your melee needs to walk, and do not stand in it yourself.

Upcasting only adds 1d8 Bludgeoning per level, which is weak. Cast it at Level 4 and spend the higher slots on something else.

Ice Storm – Baldur’s Gate 3 Spell

Spell properties

Level
Level 4
School
Evocation
Casting resource
Action + Spell Slot
Damage type
Bludgeoning, Cold
Range
18m (60 ft)
Duration
-
Notes & sources

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Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

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