{"name":"Ice Storm","level":"4-level","school":"Abjuration","classes":" Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Paladin (Oath of the Ancients), Rogue (Arcane Trickster)","castingtime":"1 Action","range":"300ft","duration":"Instantaneous","components":"V, S, M","materials":"","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.\r\n\r\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn. ","higherlevels":"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. ","source":"","tabledata":"","tags":"Talonz, Spells, 4th","templateId":"19","blockId":"228723","isShared":"1"}