An icy death awaits your enemies.
Ice Storm 5e Spell Description
From the Player’s Handbook:
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.
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.
Ice Storm 5e Stats
- Range: 300 feet
- Components: V, S, M
- Material: A pinch of dust and a few drops of water.
- Duration: Instantaneous
- Casting Time: 1 action
- Level: 4
- Area of Effect: 20, cylinder
- Damage Type: Bludgeoning
- School: Evocation
- Classes: Druid, Sorcerer, Wizard
- Subclasses: Land
Is Ice Storm 5e spell good?
Whilst Ice Storm is a decent enough spell, it is hard to make an argument for choosing it over Fireball.
For a start, Ice Storm does the lesser damage of the two, and whilst the spell comes with the bonus of terrain control, the lower damage it averages out at doesn’t make this spell the better option.
Unless you know that you are going into a situation where ice, due to its elemental properties, will be more effective than fire, stick to balls of fire over storms of ice every time.
Kendra has always been a hardcore fantasy nerd. Growing up in the worlds of Tolkien, Sanderson, Jordan, and Abercrombie, DnD & board games just came naturally. She and her husband, Bryan, started GameCows.com in 2018 as a fun passion project that just took over their lives. An avid board gamer since childhood and chronic DnD chronicler for more than two decades, she loves to play, write, travel, and learn dead languages.