Faces 4 and 5 hinder spell effects and block Ice Storm in dnd 5e from being able to affect the barrier (when it is cast from outside). Face 2 is more ambiguous. Face 2 may also block it. The nonliving matter isn’t able to be able to pass through the barrier.
That will stop hailstones from getting through the barrier, but the issue to be considered is whether hailstones require to go over the fence. The spell’s description states: A flurry of rock-hard ice is a pounding of ice that falls to the ground within an area of 20 feet, 40-foot high Cylinder, centered on an object within distance.
The spell does not specify what the origins of hailstones originate from. Instead, it states the place they land: on the earth. So a reasonable conclusion is that they begin on the top. They then drop directly down and land on the ground beneath them. If this is the case, the face two of the cube could shield its surrounding Area of the spell (although the DM may decide if the cube was changed to a face that doesn’t block the ice, the ice will fall to the point of impact and can affect everything inside).
Another more reasonable rule is that ice is visible everywhere in the empty space within the Area of the spell and can fall from there. In this scenario, it is the case that face 2 cannot protect you as it does not stop the spell from causing the ice to be created within it. For face 2, you’re likely to need to consult your DM. You’ll be required to issue a ruling if you’re the DM.
Moving the cube on the frozen ground could create something exciting to happen.
It also states that the Cube of Force also states that: Suppose your move causes the barrier to touch a solid object that cannot pass through the cube. In that case, you cannot move further from the object, so it is as long as that barrier is.
That means that if you are activating one face that blocks the ice and is trying to move it towards it, the barrier will be pushing against the hailstones in the soil. I’m not sure if I would consider a hailstone layer to constitute a “solid object,” so the DM must decide what happens in this situation.
They may decide that the ice blocks the barrier or that it is part of the ground, which allows it to move through the barrier in a non-obstructed manner. The barrier could also be allowed to the barrier to behave like snowplows, with the requirement of a strength test to move the ice out away from your way.
Is Ice Storm Good?
Ice Storm 5e might not be as effective as similar spells.
A blast of hard ice weighs down on the ground within a 20-foot radius 40-foot-high Cylinder with its centering point within the range. Every creature within the Cylinder must make a Dexterity saving to make a. A creature is hit with 2d8 bludgeoning, or 4d6 cold injury on an unsuccessful save or half the Damage when it succeeds.
Hailstones change the storm’s Area that is affected by the effect in the Difficult Terrain until the close of your next turn. At higher levels: If you cast this spell with a spell slot five levels and higher, the bludgeoning attack is increased by 1d8 for each slot level higher than the 4th.
At first glance, Ice Storm looks similar to another damage spell that targets an area of effect. However, it can hit anything within a 20x40ft. In addition, it is cylindrical (superior to the 20ft diameter of a sphere hit by Fireball, which is the standard for almost any attack of AoE), making it effective against flying enemies and landbound ones.
That’s also where favorable comparisons with Fireball seem a bit dry.
Ice Storm doesn’t do as much damage as Fireball, in particular. If you cast Fireball higher using the same spell as Ice Storm, 4th, it deals 9d6 fire damage when a save fails. So even at the 3rd level, Fireball’s initial damage averages about 28 points per person. When it does not succeed in saving, that’s five Damage higher than Ice Storm’s typical.
Additionally, bludgeoning and cold Damage are more likely to defeat enemies’ barriers. However, even though it is true that there exist 188 species that have fire damage resistance and 137 with immunity to fire Damage, for the D&D 5E cold Damage is more damaging. That is because 238 monsters are resistant to Cold and 101 cold-immune creatures in 5e. Therefore, the chances of you ending up causing complete Damage to an opponent (especially when you’re playing a snow-themed game like the Rime of the Frost Maiden) could be better.
In contrast to more basic damage-dealing spells such as Fireball or the better-known control magic such as Hold Person, Ice Storm’s effectiveness will be more a matter of.
However, suppose you’re in the right place. In that case, it can be a spell worth pursuing, simply due to Ice Storm’s second impact: making its zone of effect into difficult terrain.
Who Can Cast Ice Storm?
Druids, Sorcerers, And Wizards can all use Ice Storm at level 7 when they receive their first fourth-level spell slots. In addition, Tempest Domain Clerics also add Ice Storm to their expanding abilities at 7 when receiving their first 4th-level spell slots.
Oath of the Ancients Paladins and Artillerist Artificers need to wait long as they do not have access to this spell in their expanded lists until they reach level 13.
With the Magical Secrets feature, bards can take the spell once they reach level 10. However, Eldritch Knights and Arcane Tricksters can only use this spell after reaching the 19th level.
Any person within the spell’s range must make a Dexterity saving throw not to take the total cost of the harm. The ones who make a successful throw will suffer half of the Damage.
If everyone makes the saving throw, the ice will remain in the Area where it fell, turning the ground into a challenging surface. Moving through difficult terrain is double the effort. Every foot you move will cost you the equivalent of 2 feet of the original speed.
In addition to the slower speed, jumping on difficult terrain requires an assessment of dexterity, or else the person will land on their back.
When and Where Should I Cast Ice Storm?
Ice Storm, as well as Shatter 5e, is a potent spell that can clear large numbers of foes. But, unfortunately, it also faces the same roadblocks as Shatter faces.
Since it is an area-of-effect spell, it can and will target your enemies if you don’t have the means to safeguard them. There are also difficulties crossing difficult terrain should they have to.
Ice Storm shouldn’t be cast in small areas that could hinder allies by causing harm or stopping their movements.
In addition, many enemies are unable to or are immune to Cold Damage, so it might not be worthwhile to factor into the Cold Damage as a significant part of your total Damage. A fourth-level slot for 2d8 Damage is a high price to pay in addition.
Why Should I Take Ice Storm?
The first benefit of Ice Storm is its magical source of bludgeoning damage, and it does grow with level. However, the fourth-level spell slot that costs only 2d8 Damage is quite steep.
Additionally, Ice Storm provides an impressive zone of impact with a volatile state on the ground. This feature can significantly be used in tiny but extensive areas to prevent the ground from moving.
It also has good overall Damage and can kill huge groups of small enemies.
Ice Storm Stats
- Level: 4 evocation
- Casting Time: 1 action
- Range: 300 feet
- Target: A 20-foot radius, 40-foot-high Cylinder centered on a point within range
- Components: V S M (A pinch of dust and a few drops of water)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard