Ice Storm

4th-level evocation · 2d10 Bludgeoning damage, average 11

11 average Bludgeoning damage · 2–20

Roll Ice Storm

Press a roll button. The dice land here.

Spell details

Level
4th-level
School
Evocation
Casting time
Action
Range
300 feet
Components
V, S, M (a mitten)
Duration
Instantaneous
Classes
Druid, Sorcerer, Wizard
Save
Dexterity (half on success)

Ice Storm damage by level

Cast atDiceAverageRangeOn a save
4th slot112–205.3
5th slot16.53–308
6th slot224–4010.8
7th slot27.55–5013.5
8th slot336–6016.3
9th slot38.57–7019

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 2d10

2: 1.00%3: 2.00%4: 3.00%5: 4.00%6: 5.00%7: 6.00%8: 7.00%9: 8.00%10: 9.00%11: 10.00%12: 9.00%13: 8.00%14: 7.00%15: 6.00%16: 5.00%17: 4.00%18: 3.00%19: 2.00%20: 1.00%
2chance of each total for 2d1020
TotalChance
7 or more85%
11 or more55%
16 or more15%
18 or more6%

Ice Storm against other 4th-level damage spells

By average damage on one target, Ice Storm ranks 8th of 11 4th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes Bludgeoning damage and Cold damage on a failed save or half as much damage on a successful one.

Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.

At higher levels. The Bludgeoning damage increases by for each spell slot level above 4.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.