Frost Magic

by Voidscape

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Frost Magic


Frost Beam

2nd-Level Evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blue or transparent crystal)
  • Duration: Concentration, up to 1 minute

You release a freezing beam of cold magic. When you cast this spell, and on each of your turns for the duration, you can use your action to make a ranged spell attack against a target within range. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell ends if you use your action to do anything else.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Weapon Glaze

4th-Level Transmutation


  • Classes: Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 hour

A weapon you see within range is covered in a layer of magical frost. For the duration of the spell, the following effects apply:

  • Any attacks made with the weapon are made with disadvantage, unless the creature making the attack has legendary actions.
  • Any creature holding the weapon at the start of its turn takes 1d8 cold damage.
  • If the weapon would deal fire damage when it hits, that damage is halved.

Once per round, if the weapon is subjected to an effect that would magically heat it, or takes 5 or more fire damage, the remaining duration of this spell is decreased by 15 minutes.
















Greater Frostbite

4th-Level Evocation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause bone-chilling frost to engulf one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 6d8 cold damage, or half as much on a successful one. Additionally, on a failed save, its speed is reduced by 50 (to a minimum of 5) and it has disadvantage on weapon attack rolls it makes until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Blanketing Rime

5th-Level Transmutation


  • Classes: Druid, Ranger, Sorcerer
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of plant that has been subjected to hoar frost)
  • Duration: 1 hour

The terrain in a 60-foot radius centered on a point within range is covered in a layer of ice. For the duration of the spell, you can use our action to temporarily extend ice spikes from beneath a creature touching the terrain in the spell's area that you can see. When you do so, the target creature must make a Dexterity saving throw. On a failed save, the target takes 3d8 cold damage, or half as much on a successful one. Creatures that are prone have disadvantage on this saving throw.

The spell's area becomes difficult terrain for any creature not accustomed to traveling on slippery ice. When a creature in the spell's area attempts to move on the ice for the first time on a turn, it must make a Dexterity saving throw. On a failed save, it falls prone. Creatures that have traits or equipment allowing them to comfortably traverse on slippery ice automatically succeed on this saving throw.

If any ice formed by this spell is melted or broken, it reforms at the start of each round.

VoidscapeCreate

Original Art

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Not approved/endorsed by Wizards. ©Wizards of the Coast LLC.