Ice Storm
3 waves of ice fall from the sky. Each wave does 1d6 points of bludgeoning damage and (1d6 x ((caster level / 2) / 3) + 1d6) points of cold damage (up to 7d6).
| School | Evocation (opposed by Conjuration) |
| Spell level | Bard 6, Druid 5, Wizard and Sorcerer 4 |
| Range | Long - 40 metres |
| Components | Verbal and somatic |
| Can be aimed at | a creature, a spot on the ground, an item, a door or a placeable |
| Area of effect | 5 metre radius |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Cold |
| Duration | Instant |
| Save | None |
| Spell Resistance | Yes (Each wave triggers a SR check) |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
Ice Storm
- An Ice Storm spell enhancement on your gear adds its damage to each wave, both to the cold and to the bludgeoning half.
- Doors and placeables take the bludgeoning half doubled.
Ice Storm
- An Ice Storm spell enhancement on your gear adds its damage to each wave, both to the cold and to the bludgeoning half.
- Doors and placeables take the bludgeoning half doubled.
Where it comes from
Cleric domain: Magic (level 4), Water (level 3), Water (level 4).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes