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Ice Storm

Evocation
Level: 4th-level
Casting Time: 1 action
Range: 300 feet
Duration: Instantaneous
Components: V, S, M
Materials: A pinch of dust and a few drops of water.

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.

Spell Details

School: Evocation
Level: 4
Ritual: No
Concentration: No
Classes: Cleric, Druid, Paladin, Sorcerer, Wizard
A-Tier Excellent damage and control in a large AoE with no friendly fire risk if positioned carefully.

Player Guide

Position the spell's center to catch multiple enemies while keeping allies outside the 20-foot radius. The spell's 40-foot height makes it effective against flying creatures and provides vertical control. Combine with terrain features or positioning that funnels enemies into the cylinder. Since it deals half damage on a successful save, target creatures with lower Dexterity or pair with effects that impose disadvantage on saves.

DM Tips

Clarify whether the spell can be centered on a point above ground (allowing creative high positioning) and remind players of the concentration requirement. Watch for abuse of the large radius in confined spaces where it's hard to avoid allies.