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1 Action Range/Area 300 ft (20 ft *) Components V, S, M * Duration Instantaneous School Evocation Attack/Save DEX Save Damage/Effect Bludgeoning (.) 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. Duration: Instantaneous 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.

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Ice Storm Source: Player's Handbook 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous 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. Ice Storm is a strange spell in DnD 5e. I've seen many players skip over it because, well, it's a 4th-level spell that deals less damage than some 3rd-level spells. But I believe Ice Storm is slept on and deserves more attention for your (admittedly limited) 4th-level spell slots. Ice Storm: 5e Mechanics and Guide To Using the Spell Casting Time 1 action School Evocation Damage/Effect Bludgeoning, Cold Range 300 feet Class Druid, Sorcerer, Wizard Attack/Save Save, DEX, Half DMG on Successful Save Duration Instantaneous Level 4 Components Verbal, Somatic, Material Spell Description: Ice Storm 5e is a powerful spell that creates a huge hailstorm that rains down upon a large area. It deals cold damage and bludgeoning damage, and it turns the ground into difficult terrain for one turn. Those brave Dungeon Masters who choose to cast this potent spell will find that it can be used to devastating effect against their enemies.

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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. Ice Storm Evocation Level: 4 Casting time: 1 Action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous 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. Ice Storm 4th level Evocation Casting Time 1 Action Range 300 Feet Duration instantaneous Components V S M Materials Required A pinch of dust and a few drops of water Class Druid Sorcerer Wizard Spell Description 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. Ice Storm Source: Player's Handbook, DND 5e Wiki 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous 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.

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Ice Storm 4th-level Evocation Class (es): Druid, Sorcerer, Wizard Casting Time: 1 action Range: 300 feet Components: Verbal, Somatic, Material Duration: Instantaneous Material: 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. Ice Storm | D&D 5e Wiki | Fandom Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th By School Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation By Class Artificer Spells Bard Spells Cleric Spells Druid Spells Paladin Spells Ranger Spells Sorcerer Spells Warlock Spells Wizard Spells Magic Items All Magic Items Ice Storm is a spell in 5th edition.. Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous Casters: Druid, Eldritch Knight, 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. 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.

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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. 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. Ice Storm 5e Read More »