Why is Ice Storm a higher level spell than Fireball?

House rule it to d4/level, max 10d4 - 1/2 ice, 1/2 bludgeoning.

Bam, there you go. Dangerous Ice Storm. Leave it as-is with no save allowed. Maybe make it non-shapeable if it seems a bit powerful.

Or maybe make it the normal 5d6 but where it repeats once a round for 3 rounds or something.
 

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I think it's fine the way it is now.

5d6, area affect, no save, no DR (Spells ignore DR), is pretty significant. Especially since 3d6 of it can't be resisted with cold resistance.

It's utility against rogues and monks isn't "marginal", it's devestating. They can ignore the effects of much higher level spells, but can't escape the 5d6 from Ice Storm.
 


Sejs said:


News to me - could you point out where that's found?

In the SRD:

DAMAGE REDUCTION
Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable.
The number in a creature’s damage reduction is the amount of hit points the creature ignores from normal attacks.
Usually, a certain type of weapon—usually a magic weapon—can overcome this reduction. This information is separated from the damage reduction number by a slash. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore damage reduction.
Any weapon more powerful than the type given after the slash also negates the ability. For purposes of damage reduction, the power rankings are listed on Table: Damage Reduction Rankings.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.
Magical attacks and energy attacks (even mundane fire) ignore damage reduction.
For purposes of harming other creatures with damage reduction, a creature’s natural weapons count as weapons of the type that can ignore its own innate damage reduction. The amount of damage reduction is irrelevant.
 

I second the 5d6 no save area effect is devastating to Rogues.

Rogues are very difficult to spot, as they are usually invisible and/or hidden. The best attack against them should be an area effect. But the little blighters have Evasion! So that doesn't help either.

Now, if you know the general area they are in, you pound them with a couple of icestorms and the problem is solved. Hopefully before they sneak attack you with their ranged attacks to kingdom come.
 

Besides no save, which automatically makes it a cool spell, don't forget it's a column - 40' high I think. If your DM is somewhat realistic w/ flying creatures, and places them above and below each other instead of just treating them as horizontal w/ height, you can knock around a lot of flying things. It's around 2x the volume of a fireball.
 

Lets see, no save makes this valuable. So its as good as a fireball IF the beastie makes its save, otherwise its half the damage in most situations. Gimp as hell if you ask me. Plus there is the fact that 4th level arcane spells have to be the most painful to chose from because they are all so good. Wouldn't catch me dead meming Ice storm.

The bit about blasting guys that have evasion is a nice point, but thats pretty situational for a fouth level spell that only does 5d6.
 

I didn't ask you. :p

Besides, it's also one of the few offensive spells that are worth putting on a scroll.

Put a fireball on a scroll, and it's Save DC is 14.

Put an ice storm on a scroll, and it's still no save, and still fully effective. This is great for a wizard.
 


In the same vein as Caliban's post it is also a very good spell for a wand. Icestorm has some nice versatilty to it,(smaller area effect than fireball, column, ice and blugeoning damage), and since it is almost certain to damage someone it is cast against makes a good "softening" spell.
 

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