Ice Storm
Material: A pinch of dust and a few drops of water.
Range: 300 feet
Duration: Instantaneous
Casting Time: 1 action
Dice Check: DEX
Level: 4
Ritual: False
Concentration: False
School: Evocation
Range: 300 feet
Duration: Instantaneous
Casting Time: 1 action
Dice Check: DEX
Level: 4
Ritual: False
Concentration: False
School: Evocation
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. 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.
Components
- - V
- - S
- - M
Classes
- - Druid
- - Sorcerer
- - Wizard
Subclasses
- - Land