BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Ice Storm

LEVEl: 4th   CASTING TIME: 1 Action   RANGE/AREA: 300 ft (20 ft )   COMPONENTS: V, S   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. 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.
Components
  • A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), or somatic (S). If you can't provide one or more of a spell's components, you are unable to cast the spell.
Verbal (V)
  • Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.
Somatic (S)
  • Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Remove these ads. Join the Worldbuilders Guild