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    Quick Answer

    Ice Storm is a 4th-level evocation spell for Druids, Sorcerers, and Wizards. Hail fills a 20-foot-radius, 40-foot-high cylinder centered on a point within 300 feet. Each creature inside makes a Dexterity save, taking 2d8 bludgeoning plus 4d6 cold damage (average 23) on a failure or half on a success. The area becomes difficult terrain until the end of your next turn. In the 2024 rules the bludgeoning is 2d10 (average 25 total). Each slot level above 4th adds one bludgeoning die.

    Overview

    Ice Storm is one of the Druid's few 4th-level area damage spells, and a second option for Sorcerers and Wizards beside Fireball. It reaches 300 feet, covers the same 20-foot radius as Fireball, and extends 40 feet high, so it catches low flyers.

    On damage alone, a Fireball cast with a 4th-level slot does more: 9d6, average 31.5, against Ice Storm's 23 (2014) or 25 (2024). Ice Storm earns its place in three ways. It splits damage between two types, so a creature immune to cold still takes the bludgeoning. It leaves difficult terrain for a round. And Druids don't have Fireball at all.

    In the 2014 SRD monster data, 42 of 334 entries resist or are immune to cold, against 54 for fire. Only 12 resist or ignore bludgeoning without a qualifier, mostly swarms. Most 2014 bludgeoning resistances apply to "nonmagical attacks," and a spell's damage isn't a nonmagical attack.

    Stat Block

    PropertyValue
    Level4
    SchoolEvocation
    Casting Time1 action
    Range300 feet
    ComponentsV, S, M
    MaterialA pinch of dust and a few drops of water.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackDEX
    ClassesDruid, Sorcerer, Wizard

    When NOT to Use This

    • •You have Fireball and the targets don't resist fire. Fireball at 4th deals more.
    • •Your allies are in the cylinder. It hits every creature inside.
    • •The targets are a single creature. A 4th-level slot does more against one target elsewhere.
    • •Your party needs to cross the area next turn. The difficult terrain slows them too.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyFair. Lower damage than an upcast Fireball, but a better damage-type spread.
    Action EconomyOne action, many targets, plus a round of difficult terrain.
    Opportunity CostA 4th-level slot, and no concentration needed.

    When worth the slot: Packed groups, flying enemies within 40 feet of the ground, fire-resistant enemies, or any Druid fight.

    When NOT worth the slot: When Fireball is available and fire isn't resisted.

    Upcasting

    Slot2014 damage2014 average2024 damage2024 average
    4th2d8 + 4d6232d10 + 4d625
    5th3d8 + 4d627.53d10 + 4d630.5
    6th4d8 + 4d6324d10 + 4d636
    7th5d8 + 4d636.55d10 + 4d641.5
    9th7d8 + 4d645.57d10 + 4d652.5

    Only the bludgeoning grows. Compare Cone of Cold at 5th level: 8d8 cold, average 36, in a 60-foot cone.

    Pro Tips

    Tip #1: Use the height against flyers.

    Why it works: The cylinder is 40 feet tall. Harpies diving at the party, or archers on a wall, are inside it as long as they're within 40 feet of the base.

    This avoids the mistake of: Using Fireball here. A sphere narrows toward its top, while the cylinder keeps its full 20-foot radius all the way up.

    Tip #2: Aim it at cold-immune creatures anyway, when they're grouped.

    Why it works: Immunity to cold removes the 4d6, but the bludgeoning still lands. A winter wolf pack still takes 2d8 (2014) or 2d10 (2024) each.

    This avoids the mistake of: Writing off the whole spell because one damage type is blocked.

    Tip #3: Drop it on the choke point the enemy needs.

    Why it works: The ground becomes difficult terrain until the end of your next turn. Enemies that want to cross it spend 2 feet of movement per foot.

    This avoids the mistake of: Placing it where the enemy has already arrived and won't move again.

    Tip #4: Use the range.

    Why it works: At 300 feet, it outranges Fireball's 150. You can hit an approaching group long before they reach you.

    This avoids the mistake of: Waiting until enemies close in and your allies are mixed into them.

    Common Mistakes to Avoid

    Upcasting the cold damage

    Why it's bad: Only the bludgeoning gains a die per level. The 4d6 cold stays the same.

    Do this instead: Add 1d8 (2014) or 1d10 (2024) per level above 4th.

    Applying 2014 "nonmagical" bludgeoning resistance

    Why it's bad: Resistance to bludgeoning "from nonmagical attacks" doesn't apply to a spell. A 2014 werewolf is immune to nonmagical bludgeoning, but Ice Storm's bludgeoning hits it in full.

    Do this instead: Apply only plain, unqualified bludgeoning resistance.

    Forgetting that difficult terrain hurts your side too

    Why it's bad: Allies charging into the area pay double movement until the end of your next turn.

    Do this instead: Tell the party where the hail is before they move.

    Expecting a 2014 ice mephit to shrug it off

    Why it's bad: The 2014 ice mephit is immune to cold but vulnerable to bludgeoning, so the 2d8 doubles. The 2024 ice mephit has no bludgeoning vulnerability.

    Do this instead: Check the stat block edition.

    Usage Tips

    All examples use a 7th-level caster with +4 in their casting ability: spell save DC 15 (8 + 3 proficiency + 4).

    • •Ogres: Dexterity save −1 in both editions. An ogre fails on 15 or lower, 75%. A failed save averages 23 (2014) or 25 (2024) against 59 HP (2014) or 68 HP (2024). Two Ice Storms won't finish one; they soften a group for the party.
    • •Harpies: Dexterity save +1, 38 HP, in both editions. They fail on 13 or lower, 65%. A failed save takes 60% (2014) or 66% (2024) of a harpy's hit points on average.
    • •Ice mephits: A 2014 ice mephit (21 HP) takes 2d8 doubled, average 18, on a failed save. A 2024 ice mephit (21 HP) takes 2d10, average 11.
    • •Enemy casters: The 2014 mage has Ice Storm prepared (DC 14). In the 2024 SRD, the adult silver dragon can cast it once per day as a 5th-level spell (DC 19), and the ancient silver dragon as a 7th-level spell (DC 23). The 2024 adult version averages 30.5 on a failed save.

    Rules Notes

    • •A 20-foot-radius, 40-foot-high cylinder centered on a point within 300 feet.
    • •Each creature in the cylinder makes a Dexterity save: full damage on a failure, half on a success.
    • •2014: 2d8 bludgeoning + 4d6 cold. 2024: 2d10 bludgeoning + 4d6 cold.
    • •Each slot level above 4th adds 1d8 (2014) or 1d10 (2024) bludgeoning.
    • •Difficult terrain: The 2014 text makes "the storm's area of effect" difficult terrain until the end of your next turn. The 2024 text makes the ground in the cylinder difficult terrain for the same time. Whether the 2014 version slows flying creatures moving through the air of the cylinder isn't addressed. That is a DM ruling, not rules text.
    • •The material components have no listed cost, so a component pouch or focus can replace them.

    Synergies

    • •Slow: Slowed creatures take −2 on Dexterity saves, and halved speed on difficult terrain leaves them barely moving.
    • •Spike Growth: A second area of difficult terrain to box enemies in. Ice Storm needs no concentration, so a druid can cast both.
    • •Web: Restrained creatures have disadvantage on Dexterity saves in both editions.

    Anti-Patterns

    • •Casting it at 4th level when you have Fireball and the enemies don't resist fire.
    • •Upcasting it to 9th, where 7d8 + 4d6 averages 45.5.
    • •Dropping it on your own melee line.

    Tactical Modules

    • •Druid artillery: Open with Ice Storm on the enemy formation from 300 feet, then follow with Spike Growth on their approach.
    • •Anti-air: Catch flyers and the ground troops below them in one cylinder.
    • •Fire-immune enemies: Against hell hounds or red dragons, which are immune to fire in both editions, Ice Storm deals full damage where Fireball deals none.

    Countermeasures

    • •Threat: The enemies are cold-immune. Response: Use it for the bludgeoning only when they're grouped. Fallback: Switch to another damage type.
    • •Threat: Enemies have Evasion. Response: Target creatures with weak Dexterity. Fallback: Use a Constitution or Wisdom save spell.
    • •Threat: Enemies scatter. Response: Catch them on the approach from 300 feet. Fallback: Save the slot.

    Ice Storm in the 2024 Rules

    The 2024 Player's Handbook keeps Ice Storm as a 4th-level evocation spell for Druids, Sorcerers, and Wizards, with the same 300-foot range, 20-foot-radius, 40-foot-high cylinder, Dexterity save, and 4d6 cold damage.

    Three things changed. The bludgeoning damage rose from 2d8 to 2d10, and the upcast bonus from 1d8 to 1d10 per slot level. The difficult terrain now covers "ground in the Cylinder" instead of the storm's area of effect. The material component is now a mitten.

    In the 2024 rules, Circle of the Land druids have it prepared from druid level 7 on any day they choose polar land (the land type is picked at each long rest). The 2014 arctic land grants it at the same level.

    Frequently Asked Questions

    What does Ice Storm do in 5e?

    It drops hail in a 20-foot-radius, 40-foot-high cylinder within 300 feet. Each creature inside makes a Dexterity save, taking 2d8 bludgeoning and 4d6 cold damage on a failure or half on a success (2d10 bludgeoning in 2024). The area becomes difficult terrain until the end of your next turn.

    How much damage does Ice Storm do?

    Average 23 at 4th level in 2014 (9 bludgeoning + 14 cold), or 25 in 2024 (11 + 14). Half on a successful save.

    Is Ice Storm better than Fireball?

    Not for raw damage. A 4th-level Fireball averages 31.5. Ice Storm has longer range, a taller area, damage that cold-immune creatures can't fully ignore, and a round of difficult terrain. Druids have Ice Storm but not Fireball.

    How does Ice Storm upcast?

    Each slot level above 4th adds 1d8 bludgeoning (2014) or 1d10 (2024). The cold damage stays at 4d6.

    Does Ice Storm hit flying creatures?

    Yes, if they're inside the cylinder. It's 40 feet high, so creatures flying within 40 feet of the base are inside it.

    Does Ice Storm create difficult terrain?

    Yes, until the end of your next turn. In 2014, the area of effect becomes difficult terrain. In 2024, the ground in the cylinder does.

    Does Ice Storm hurt allies?

    Yes. Each creature in the cylinder makes the save, with no option to exclude anyone.

    Who can cast Ice Storm?

    Druids, Sorcerers, and Wizards in both editions. Circle of the Land druids with arctic (2014) or polar (2024) land get it as a circle spell at druid level 7.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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