5e
5e Level 4 · Evocation| Level | 4 |
|---|---|
| School | Evocation |
| Classes | Cleric, Druid, Sorcerer, Wizard |
| Casting time | 1 action |
| Range | 300 feet |
| Components | V, S, M (A pinch of dust and a few drops of water) |
| Duration | Instantaneous |
| Saving throw | Dexterity |
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.
bfrpg
bfrpg Level 4| Level | 4 |
|---|---|
| Classes | Magic User 4 |
| Range | 300'+30'/level |
| Duration | 1 round |
This spell causes great magical hailstones to pound down for 1 full round, dealing 5d6 points of damage to every creature in a 20' radius around the target spot; a successful save vs. Spells will reduce damage by half. The ice storm fills a vertical volume of 40', so creatures higher than that distance above the target spot are unaffected. A –20% penalty applies to each Listen roll made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Any creature naturally resistant to cold takes half damage (or one-quarter damage if it makes its save).