V, S, M (A pinch of dust and a few drops of water)
Duration
Instantaneous
School
Evocation
Level
4
Saving throw
Dexterity
Damage type
Bludgeoning
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.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels
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.
Ice Storm damage by spell slot level
Spell slot level
Damage
Average
4th
2d8 bludgeoning + 4d6 cold
23
5th
3d8 bludgeoning + 4d6 cold
27.5
6th
4d8 bludgeoning + 4d6 cold
32
7th
5d8 bludgeoning + 4d6 cold
36.5
8th
6d8 bludgeoning + 4d6 cold
41
9th
7d8 bludgeoning + 4d6 cold
45.5
Averages are the dice’s expected total. A target that succeeds on its Dexterity save takes half. Roll any row in the dice roller.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Dice in the main effect: 2d8, 4d6 → 2d10, 4d6.
Casting time
Action
Range
300 feet
Components
V, S, M (a mitten)
Duration
Instantaneous
School
Evocation
Level
4
Classes
Druid, Sorcerer, Wizard
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.