Ice Spells v1

by SeethingGinger

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New Ice Spells

Arctic Tempest

9th level conjuration


  • Casting Time: 1 Action
  • Range: Sight
  • Components: V, S, M (A blown glass orb filled with oil and chips of porcelain)
  • Duration: Concentration up to 1 minute

You summon the great power of arctic storms, freezing and burying your enemies. Cold, grey clouds gather around a point you can see, spreading out to a radius of 300 feet. Howling cold, biting winds and freezing gales pound the radius. Each round you concentrate on the storm, it intensifies until the spell ends. The effects of the storm are cumulative, so that each round a creature in the storm suffers all effects from the previous rounds as well. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful concentration check against your spell save DC or lose concentration.


Round 1 Blasts of howling cold fill the area, chilling creatures to the bone and hampering movement. Creatures entering the spells area for the first time, or starting their turn in the spells area and not inside a building or similar shelter must make a constitution saving throw. If it fails, the creature takes take 3d6 cold damage, and that creature becomes impeded by the wind and its speed is reduced to half.


Round 2 Darkness descends as the clouds cover the sky and the intense precipitation begins to fall. The entire area of the spell becomes dark. In addition to the conditions above, if the creature fails its constitution save for starting or entering the spells area for the first time, they become blinded and deafened until the start of their next turn.


Round 3-7 Snow begins to fall at a tremendous rate, covering everything in a thick, wet blanket. 1" of snow accumulates per round. In addition to the effects above, if a creature fails a saving throw they become paralyzed, covered in a layer of ice until they pass a saving throw at the start of their turn.


Rounds 8-10 A layer of freezing precipitation falls, encrusting everything in ice. Movement is hampered such that a creature within the spells area must spend 5 feet of movement to move one foot, nonmagical fires are extinguished, and damage from fires is reduced by half.


A creature killed by this spell becomes a frozen statue until it thaws.

Avalanche

9th level Conjuration


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (An opal worth 100gp and a small brass trumpet)
  • Duration: Instantaneous

Snow, ice and rock crash down violently, burying everything and destroying buildings. The Avalanche comes crashing down, filling a space within range, up to 100 feet long and 40 feet wide, and will spread around corners. Each creature in the area when the avalanche begins must make a constitution saving throw. Each target that fails its save takes 25d6 cold damage and 15d6 bludgeoning damage, are unconscious, and buried under 20 feet of debris. A successful saving throw results in half damage, and the creature is pushed outside of the spells area of effect to a space they choose. A creature buried by the debris is still alive, stable, and can breathe but is hidden to all others. At the end of each of it turns that it remains buried, it must make a constitution saving throw. If it fails, it takes 3d6 more cold damage. On a successful save, it regains consciousness and takes half that damage. A creature can be removed from the snow by digging its way out at 5 feet per round. Other people can assist also dig 5 feet per round from above and attempt to rescue a creature either conscious or unconscious. A Creature can also be freed by dealing 50 fire damage to its surroundings and in the correct direction.

Bonefrost

4rd Level Conjuration


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: V, S, M (a human knucklebone embedded in crystal)
  • Duration: Concentration, up to 1 minute

Summoning the bitter cold and biting winds of the north, you chill your targets, slowing them to a crawl. Choose up to three creatures that you can see within range, The creatures must be within 30 feet of each other when you target them. Each Creature must make a constitution saving throw. A creature that fails this save becomes vulnerable to cold and fire damage, and any time it would make an attack or cast a spell, it must make a dexterity check against the DC of this spell. Failing the dexterity check causes the spell to fail but still consumes the spell slot and causes the attack to automatically miss. At the end of each of its turns, an affected creature makes a constitution saving throw. On a successful save, that creature is no longer affected by the spell.


At Higher Levels When you use a spell slot of 5th level or greater to cast this spell, you can target an additional creature for every spell level above 4th.

Cold Snap

7th level Conjuration


  • Casting Time: 1 Action
  • Range: 100 foot radius, centered on you
  • Components: S
  • Duration: Concentration, up to 1 minute

You snap your fingers and the temperature drops below freezing in an instant. In a 100 foot area centered on you, the temperature drops so cold as to make breath turn to ice and the air fill with crystalized water. The area of the spell does not move with you. The area of the spell is lightly obscured. Each creature you choose in the area when the spell is cast must make a Constitution saving throw. Each creature that fails it saving throw suffers the first stage of the spells effect. Creatures made of fire have disadvantage on this save.

Stage Effect
1 Disadvantage on ability checks and movement reduced by half.
2 Disadvantage on Attacks and Saving throws
3 Cannot perform Verbal spell components, Cannot take bonus actions
4 Cannot perform Somatic Spell Components, Cannot make more than one attack during the attack action

When a creature enters the area for the first time, or ends its turn within the spells area, it must make a Constitution saving throw. Creatures that fail continue to be wracked by the cold, and move down one stage on the effects chart. The spells effects are cumulative, so a creature suffers from each stage above it as well.

Frozen Ground

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a vial containing the water of an old hailstone)
  • Duration: Concentration, up to 1 minute

You summon a chilling, freezing coating of ice that covers the ground, halting movement and preventing hostile actions. Choose a point you can see within range. A 30 foot radius area around the point is coated in 3 inches of ice, and the effect spreads around corners. This coats walls up to a height of 6 feet.
If this targets a body of water, that water freezes up to a depth of 2 feet and creates a 30 foot radius surface.
The spells area is difficult terrain, and any creature attempting to move more than 5 feet or makes an attack must make a dexterity saving throw, on a failure they slip and fall prone. Each Creature in the spells area must make a Constitution saving throw at the end of their turn if they did not move during that turn. If it fails, the creature takes 1d6 cold damage and is restrained. A creature can, as an action, make a Strength (Athletics) check against the DC of the spell, to break out of the ice ending the restraint.

Glacial Barricade

2nd Level Conjuration


  • Casting Time: 1 Reaction when a creature you can see makes an attack or casts a spell
  • Range: 10 feet
  • Components: V, S, M (a small fragment of glass)
  • Duration: Instantaneous

You summon forth a barrier of ice to safeguard your companions or yourself. You create a wall of ice 10 feet tall, 10 feet wide and 6 inches thick, centered on a point you can see within range. The barrier has AC 13 and 25 Hp and is vulnerable to fire. The barrier lasts for one round, or until it is destroyed.

Ice Spear

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a miniature glass spear)
  • Duration: Instantaneous

You summon a spear of ice and throw it at a target you can see. Make a ranged spell attack against the target. On hit, the target takes 6d6 cold damage. Hit or miss, the spear explodes in a blast of cold air that affects all creatures within 10 feet of the target, including the target. Each creature must make a constitution saving throw. If it fails its movement is reduced to half and it cannot take the dash action on its next turn.

Polar Grip

8th level Conjuration


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an area of frigid cold. Each creature within 20 feet of a point you can see within range must make constitution saving throw. If it fails, it takes 10d6 cold damage and half as much damage on a successful one. Creatures that fail also have their actions slowed as the arctic wind takes hold. They are unable to take reactions, have disadvantage on dexterity saves, and attacks made against the creature automatically hit if the attacker is within 5 feet of the creature. At the end of each turn, an affected creature makes a constitution saving throw to end the effect on them.

Rimehammer

1st Level Conjuration


  • Casting Time: 1 Action
  • Range: Self (30-foot line)
  • Components: V, S, M (a crystal icicle)
  • Duration: Instantaneous

You summon a battering spray of ice and snow that blasts from your open palm. Each creature in a 30 foot line 5 feet wide originating from you make a Constitution saving throw. If it fails, it takes 2d6 cold damage and has disadvantage on opportunity attacks until the end of your next turn. On a successful save, it takes half that damage.
At Higher Levels When you cast this spell using a spell slot of 2nd level or greater, it deals an additional 1d6 damage per level above 1st.

Tomb of Ice

5th Level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a patch of ice mummy skin)
  • Duration: Concentration, up to 1 minute

You cause ice to cover a creature you can see within range. It must make a constitution saving throw. If it fails the saving throw, it takes 5d6 cold damage and is restrained. On a successful save, it takes half damage. An affected creature must make a constitution saving throw at the end of each of its turns to end the affect. If it fails its saves three times, it becomes entombed in ice and subjected to the petrified condition for the duration. If you maintain your concentration on this spell for the entire possible duration, the creature is petrified in a tomb of Ice until the effect is removed. A petrified creature can be carefully removed from the ice by hand, taking 10 minutes, or by dealing the tomb 25 fire damage, or by the ice naturally melting.

Winter Bolt

2nd Level Conjuration


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a small sliver rod studded with blue glass gems)
  • Duration: Instantaneous

You create a bolt of pure cold that streaks toward a creature that you can see within range. It must make a constitution saving throw. If it fails, it takes 3d10 cold damage and has disadvantage on dexterity saves and ability checks until the end of their next turn. On a successful save, it takes half damage.
At higher levels When you cast this spell using a spell slot of 3rd level or higher, it does an additional 1d10 damage for every spell level above 2nd.

 

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