Frost Magic Spells in Shattered Lands | World Anvil

Frost Magic Spells

Frost Magic, also called Ice Magic and Cryomancy, is the ancient tradition originating with the Ice Giants and their palaces of snow and ice among the clouds. These titans learned from the ancient Ice Primordials and then perfected their magic into an artform; perfectly crafting and bending the wind and ice to their will.   Modern Frost Magic has a variety of uses from simple gusts of cool wind, clearing a pathway of snow, or forming blockades of ice to protect their friends and re-route enemies. Under the oversight of Lorelei Silvermyst, Frost magic has regained some of its lost appeal as new spells and new creatures are being discovered and trained. Cryomancers from Rookwood are only rivaled by those of the Boreas Tribe of Polaris.    

Template

Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: S, M (a snow serpent fang)
  • Duration: 1 Round
  • Classification: Attack
  • Prerequisites: -
  • Spell Body
     

    Spell Descriptions

    Arctic Armor

    Rank 2
  • Casting Time: Full Round Action
  • Range: Self
  • Components: V, S, M (a sapphire worth at least 50GP)
  • Duration: 10 minutes
  • Classification: Ward
  • Prerequisites: Chill Coat
  •   You form a set of enchanted ice armor upon yourself. When you cast this spell you gain 16 Temporary Hit Points.   At Higher Levels. When cast at Rank 3 or higher, the temporary hit points granted = 8 * the spell's rank when cast. If casting at Rank 7 or higher, you also gain Resistance to Fire Damage.  

    Arctic Sting

    0 Rank
  • Casting Time: Standard Action
  • Range: 120ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  • Prerequisites: -
  • You hurl a mote of cold energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.   This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).  

    Chill Coat

    Rank 1
  • Casting Time: Standard Action
  • Range: Self
  • Components: V, S, M (a snowball or cup of water)
  • Duration: 1 hour
  • Classification: Ward
  • Prerequisites: -
  • A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.  

    Chilled Steel

    0 Rank
  • Casting Time: Swift Action
  • Range: Self; 5ft radius sphere
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classification: Attack
  •   You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause a burst of snow and ice to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes cold damage equal to your spellcasting ability modifier.   This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target on a hit, and the cold damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).  

    Conjure Snowball

    0 Rank
  • Casting Time: Standard Action
  • Range: 50ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Utility
  • Prerequisites: -
  • You conjure snow and ice into a perfect sphere in your palm: a perfect snowball. You can then send it hurling at a target in range that must make a DEX save, taking 1d4+2 cold damage on a hit or half as much on success.   This snowball can alteratively be melted into 4 servings of cool fresh water.  

    Freezing Blade

    Rank 1
  • Casting Time: Standard Action
  • Range: Touch
  • Components: S, M (a weapon worth at least 1 sp)
  • Duration: 1 Minute; Concentration
  • Classification: Enchantment
  •   By touching a weapon, you enchant it with Frost Magic for 1 minute. When the weapon is used to make a weapon attack and successfuly hits, the weapon's normal effects take effect. Afterwards, an explosion of ice and frost swirls and clings to the hit creature until the start of the attacker's next turn. if the target willingly moves 5ft or more before then, it takes 1d6 cold damage and has it's movement speed reduced by 5ft. A target can only be affected by this spell once at a time.   At Higher Levels. By casting at 2nd level or higher, the weapon deals an additional 1d6 cold damage for every level over 1st; 2nd delas 1d6, 3rd deals 2d6 and so on). Additionally, if cast above 3rd level, the speed reduction is 10ft and over 6th level the speed is reduced by half.  

    Frost Beetle Swarm

    Rank 1
  • Casting Time: Standard Action
  • Range: 30ft
  • Components: V, M (a frost beetle mandible)
  • Duration: 3 rounds
  • Classification: Attack
  •   You summon a swarm of tiny Frost Beetles to attack a target in range. The target must make a CON saving throw and take 2d4 Cold damage or half as much on a success. On a failure, the creature now suffers a Damage Over Time effect and repeats this save at the start of it's next 3 turns or until it successfully saves. The subsequent damage is 2d4 or none on a success.   At Higher Levels: For every level over 1st, the initial damage increases by 1d4. When casting at 4th level, the damage die changes to 2d8 for the initial and subsequent damage, and the die progression for higher levels resets to an additional 1d8 to the initial damage for every level over 4th.  

    Frost Giant's Breath

    Rank 2
  • Casting Time: Standard Action
  • Range: Touch
  • Components: V, S, M (a shard of ice)
  • Duration: 1 minute; Concentration
  • Classification: Enchantment
  •   You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Until the spell ends, the creature can use a standard action to exhale freezing snow and ice in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 cold damage on a failed save and is incapacitated until the end of their next turn. Succeeding the save results in half damage and no other effects.   At Higher Levels. When you cast this spell at Rank 3 or higher, the damage increases by 1d6 for each rank above Rank 2.  

    Frosty's Revenge

    Rank 2
  • Casting Time: Full Round Action
  • Range: 10ft
  • Components: V, M (an old top hat)
  • Duration: 10 minutes; Concentration
  • Classification: Summon
  •   You summon a snowman in an unoccupied space within 10ft of you, or the nearest unoccupied space to you. The summoned creature uses the "Evil Snowman" statblock and acts immediately after you in inniative. Should you lose concrenctration due to taking damage, you will lose control of the snowman and it will consider all targets as hostile until it is reaches 0 hit points or the spell ends after 10 minutes. Otherwise, you may end the spell early and dismiss the creature as a Swift Action on your turn.  

    Frozen Carapace

    Rank 1
  • Casting Time: Standard Action
  • Range: Self
  • Components: V, M (a frost beetle carapace)
  • Duration: 1 minute; Concentration
  • Classification: Ward
  •   You conjure a magical glowing blue carapace that increases your AC by 1 while the spell is active.

    Ice Dagger

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft; 5ft radius sphere
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous
  • Classification: Attack
  •   You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.   At Higher Levels. When you cast this spell at 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.  

    Polar Plate

    Rank 4
  • Casting Time: Full Round Action
  • Range: 30ft
  • Components: V, S, M (a sapphire worth at least 50GP)
  • Duration: 10 minutes
  • Classification: Ward
  • Prerequisites: Arctic Armor
  •   You form a set of enchanted ice plate armor upon a creatur of your choice you can see within range. When you cast this spell you gain 40 Temporary Hit Points.   At Higher Levels. When cast at Rank 5 or higher, the temporary hit points granted = 10 * the spell's rank when cast. If casting at Rank 7 or higher, you also gain Resistance to Fire Damage.  

    Ray of Frost

    0 Rank
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  • Prerequisites: -
  • A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

    Resistance

    0 Rank
  • Casting Time: Standard Action
  • Range: Touch
  • Components: V, S, M (a bronze disc)
  • Duration: 1 minute, concentration
  • Classification: Ward
  • Prerequisites: -
  • You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.  

    Snow Hex

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, M (fragments of a sapphire)
  • Duration: 1 minute, Concentration
  • Classification: Ward (Negative)
  • Prerequisites: -
  •   You place a frigid curse on a creature that you can see within range. Until the spell ends, whenever you hit it with an Ice School Spell or an attack dealing cold damage, you may add 1d6 to the attack's damage.   If the target drops to 0 hit points before this spell ends, you can use a swift action on a subsequent turn of yours to curse a new creature.   At Higher Levels. When you cast this spell at rank 2 or higher, any Ice School Attack or attack dealing Cold damage gains this benefit. When cast at rank 5 or higher, you do not need to maintain concentration on the spell.  

    Snow Serpent

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: S, M (a snow serpent fang)
  • Duration: 1 Round
  • Classification: Attack
  • Prerequisites: -
  • With an outstretched hand or arcane focus, you conjure an ethereal snow serpent that lashes out at a target you can see within range. Regardless of distance, make a melee spell attack against the target, and on a hit your serpent deals 1d6 Cold damage and the target must make a Constitution Saving Throw. On a failure, the target is Frostbitten until your next turn.   At Higher Levels: For ever spell level above first, the spell deals an additional 1d6 Cold damage.  

    Snow Shield

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classification: Ward
  •   You conjure a magical barrier that shimmers with ice-blue strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Snow Shield spell on it ends and is replaced with yours.   While the spell is active, the target has Damage Reduction (10) for Cold damage for the next minute.   At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 15 at 3rd level, 20 at 5th level, 30 at 7th level, and 50 at 9th level.  

    Snowball Barrage

    Rank 2
  • Casting Time: Full Round Action
  • Range: 90ft; 5ft radius sphere
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  • Prerequisites: Conjure Snowball
  •   A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.   At Higher Levels. When you cast this spell at Rank 3 or higher, the damage increases by 1d6 for each level above 2. When casting at Rank 5 or higher, the area is a 10ft radius sphere.  

    Snowscape

    Rank 1
  • Casting Time: Standard Action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour, Concentration
  • Classification: Utility
  • Prerequisites: -
  • You create a 20-foot-radius sphere of light snow centered on a point within range. The sphere spreads around corners, and its area is lightly obscured to all but you. Attacks made against you while you are in this areas are made with a -2 penalty. The snow lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the snow increases by 20 feet for each slot level above 1st.  

    Tower Shield

    Rank 2
  • Casting Time: Reaction (when a creature in range would take damage.)
  • Range: 30ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Ward
  • Prerequisites: Snow Shield, Volcanic Shield
  •   The next incoming damage to the target is halved. This calculation is applied after any other penalties or bonuses but before factoring in the creature's abilties like resistance or vulnerabiltiy.  

    Volcanic Shield

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classification: Ward
  •   You conjure a magical barrier that shimmers with red and purple strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Volcanic Shield spell on it ends and is replaced with yours.   While the spell is active, the target has Damage Reduction (5) for Fire and Lightning damage for the next minute.   At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 10 at 3rd level, 15 at 5th level, 25 at 7th level, and 40 at 9th level.
    Frosty's Revenge, Flakenstein or Flake 'n Stein


    Cover image: by Austin Graham

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