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This particular Cantrip offers middling damage in exchange for a limited ability to weaken one's opponent. Creating a biting frost to cling to the limbs of a creature targeted by this spell and numbing their appendages which causes the next attack they make to falter. This Cantrip is, at its core, a compromise between damage and control; though it isn't spectacular at either. Spellcasters benefitting from a focus on Frost Magic or with an ability to force creatures to succumb to their spells more easily might find this Cantrip more strategically viable. The run of the mill Spellcaster may want to contemplate more directly damaging or directly deleterious spells rather than rely on this particular Cantrip outside of niche cases.


The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Numbing cold and clinging frost are the hallmark manifestations of this spell. The effects are associated with rhyme forming on weapons, blueish skin on the target, the condensation of the breath of the target or a cloud of freezing water or snow surrounding a target temporarily.


The magic for this spell is pulled from The Weave
Material Components
Verbal, Somatic
Gestures & Ritual
Words of frost and winter are accompanied by a gripping or seizing movement, usually oriented at a specific target.
Related School
Related Element
Effect Duration
Effect Casting Time
1 action
60 feet
Applied Restriction
Artificer, Druid, Sorcerer, Warlock, Wizard

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