Ice Spells

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Frozen Foot Ball

1st-level conjuration


  • Classes: Druid, Ranger, Paladin, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a snow flake)
  • Duration: 1 minute

A Tiny-sized ball of ice, snow, and sleet appears on the ground at a point within range. The snowball has AC 10, 20 hit points, and is resistant to all damage except fire damage, which it's vulnerable to. The snowball lasts for the duration or until it's reduced to 0 hit points, at which time it melts.

As a bonus action, a creature run toward the snowball in a straight line and kick it, launching it forward with supernatural force. The snowball launches forward in a straight line up to the same number of feet the kicker ran forward. If the snowball would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the snowball strikes the creature and stops moving. When the snowball strikes a creature or object, the snowball stops moving and the creature or object takes 1d6 cold damage for every 10 feet the kicker ran toward the snowball before kicking it (minimum of 1d6).


Bonus Content

Ice Statue

7th-level evocation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small figurine)
  • Duration: Instantaneous

You send a rush of freezing, collapsing ice at a creature within range. The target must succeed on a Constitution saving throw. On a failed save, the target take 10d8 cold damage and becomes petrified until the start of your next turn. On a successful save, the target takes half as much damage and isn't petrified.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

Winter's Crash

3rd-level transmutation


  • Classes: Druid, Paladin, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Ice, snow, and sleet ball up in a massive mace formed around your fist. Make a melee spell attack against a creature you can reach. On a hit, the target takes 8d6 cold damage and must make a Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Credits

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"Codex of Spells (Chapter 7)" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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