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 SpellImpel 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.
SURFACE: ICE
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.










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