Ice Storm should scale


Magic and Spells

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

When you first get it, Ice Storm is decent, since it allows no saving throw. However, shortly after that point, it's fixed damage severly hinders it. Ice Storm should have the damage increase with caster level to keep it more useful at higher levels. Perhaps 1d6 bludgeoning/2 caster levels (max 5d6) plus the 2d6 cold.

Paizo Employee Director of Games

As one of the few evocation spells without a save (and one that deals bludgeoning damage, avoiding resistances), I am not sure that this spell needs to scale up too much.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing


I agree that it could use a boost as well. When you get it at 7th level, other spells (that require saves, touch attacks, etc) are doing 7d6 vs the Ice Storm at 5d6.

Pretty much the only people who memorize Ice Storm are Druids, as just about every DD wizard/sorc spell does more damage.

Given that, I would say change to 3d6 bludge damage and 1d6 cold damage per 2 caster levels.


I agree, if you want to scale it up somewhat:
Have a fixed portion be Bludgeoning, and a scaling portion be Cold damage (allowing Saves/Resist)
The Cold could start out small or even non-existent, and scale with ADDITIONAL Caster Levels above those necessary to cast the spell. This keeps it on par with equal level Spells as CL rises, but doesn't make it "too good" by scaling non-Save damage.


After seeing this spell used first-hand this past Sunday, in our Age of Worms campaign, in the final chapter: Dawn of a new Age, it did absolutely nothing. 2 castings in one battle netted a total of 3 damage from bludgeoning, as the creatures it was used upon were immune to cold, and had DR10/silver. I suppose it could be argued that since it's a magical spell, it would overcome the DR, but it seems physical enough to me, and I ruled accordingly.

I would like to see the spell improve, but am not sure how it should be done.

Some suggestions:
1) increase the duration with level
2) the hail stones don't disappear immediately, but naturally, and while they remain, serve as difficult ground.
3)increase the area of effect with level


Those all sound like great improvements. (1, 2, & 3)
(I like ways to create difficult ground. And it's more flavorful)

...Though I doubt any of those would have helped you in your scenario there 8-)
(The hail COULD gain a Magic bonus, but I think it's OK to just not work well vs. certain opponents)


Quandary wrote:

Those all sound like great improvements. (1, 2, & 3)

(I like ways to create difficult ground. And it's more flavorful)

...Though I doubt any of those would have helped you in your scenario there 8-)
(The hail COULD gain a Magic bonus, but I think it's OK to just not work well vs. certain opponents)

Admittedly, it wasn't a great choice on the player's part in this particular instance, but it would be nice to see some umph, as it has overall been so completely lack-luster not just in my example above, but in general through the course of the campaign, as it has never resulted in actually killing an opponent, yet as I see it, it is primarily a damage type spell. It would be nice to see it expand to a more multifunction style spell.


Ah, Ice Storm.

I never understood this spell, until I saw my first real hailstorm.

We heard it comming like a stampede of cattle and when it hit it was like a rain storm, but of golfballs! It knocked birds out of the sky, and when they bounced off the ground, the hail went everywhere. It did collateral damage to everything; tree branches falling, windshields shattered and everything was damaged or broken. The sound was deafening, especially indoors.

It covered the ground so you had to watch your step afterward and then it melted into a very think fog, I could not see the house next door!

I think this spell needs some Extra effects that allow you to modify it to control the battlefield with it; Change Terrain, Deafen Hearing & Blind Tremoesense, Fog Effect or and Area Chill Effect.

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

DR should never be able to stop damage from spells (regardless of some of the new spells that say it does).


The spell sure is a little underpowered.

It's an efficient spell because there is no save ( poor rogues ) and it lasts a full round, making it sweet if used with other Area control effects. But sure, I see few players using it because it doesn't sound attractive enough.

I kinda like the difficult ground effect and the increased duration ( +1 round every 2 or 3 level therafter ), but not both since I think it might be a bit too much then.

Increased dammage or AoE aren't necessary. To me it's more an area controlling effet than just another blaster you can throw at foes.


Slight threadjack. It should be noted that this can be a good spell to use the Extend Spell feat on.


Much as I love Ice Storm (and yearn for the classic 3d10), it really is underpowered moments after you can take it. Typically I've seen it used as an absolute last resort - most often by a Bard using Shadow Evocation.

The 3d6 fixed bludgeoning + cold seems like a good idea. It could be as low as 1d6/three levels cold damage (keeping the damage the same currently when you first get the spell).

Of course changing it to 2d10 bludgeoning + 1d10 cold / 4 levels would be *awesome*!

Shadowcat7 wrote:
Slight threadjack. It should be noted that this can be a good spell to use the Extend Spell feat on.

Quite! - especially if the target ignores it because they think it will be over in a round.

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