# Cyromancy ## Bard #### 2nd Level - Ice Darts #### 4th Level - Mind Frost #### 6th Level - Snowsong ## Cleric #### 1st Level - Ice Slick #### 2nd Level - Frost Burn - Obscuring Snow #### 3rd Level - Aura of Cold #### 4th Level - Winter's Embrace #### 5th Level - Hibernal Healing #### 6th Level - Mass Frostburn ## Druid #### 1st Level - Ice Skate - Ivory Flesh - Snowdrift - Snowsight #### 2nd Level - Frostburn - Obscuring Snow - Snow Walk - Zone of Glacial Cold #### 3rd Level - Artic Haze - Aura of Cold - Avalanche #### 4th Level - Winter's Embrace #### 5th Level - Blizzard - Hibernal Healing - Ice Shield #### 6th Level - Animate Snow - Snow Wave #### 7th Level - Raise Ice Forest ## Paladin #### 3rd Level - Aura of Cold - Binding Snow ## Ranger #### 1st Level - Ice Skate - Ivory Flesh - Snowsight #### 2nd Level - Snow Walk - Zone of Glacial Cold #### 3rd Level - Aura of Cold - Binding Snow ## Sorcerer/Warlock/Wizard #### 1st Level - Snowdrift #### 2nd Level - Heat Leech - Icicle - Ice Darts - Obscuring Snow - Zone of Glacial Cold #### 3rd Level - Artic Haze #### 4th Level - Ice Ship - Mind Frost #### 5th Level - Ice Shield #### 7th Level - Ice Castle
Made by Llama513 @ Giant in the Playground
\page #### Animate Snow *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V,S,M (Meltwater from a glacier.) - **Duration:** Concentration 1 minute You imbue a mass of fallen snow with mobility and a semblance of life with in a 20 foot cube. The snow to be animated may be natural or magically created. Snow animated by this spell is treated as an animated object. You can animate four Large animated objects, or two Huge animated objects. For details, see the Animated Object Statistics in the Player's Handbook on page 213. The animated snow can assume any basic shape you wish, and it attacks as directed by your vocal commands. The animated snow do an additional 1d6 points of cold damage on a successful hit. Animated snow objects take 1d6 points of damage each round if they exist in a place with temperatures above freezing. #### Artic Haze *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You create a 20-foot-radius sphere of fog composed entirely of tiny, razor-sharp ice shards centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. In addition, the sharp ice particles tear the skin of those moving through the area, causing 4 points of cold damage to any creature that starts its turn in the fog, or moves into the fog during its turn. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd. #### Aura of Cold *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (10 foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute You are covered in a thin layer of white frost and frigid cold emanates from your body. At the start of your turn each creature within 10 feet of you takes dealing 1d8 points of cold damage. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d8 for each slot level above 3rd. ``` ``` #### Avalanche *3rd-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (A snowflake) - **Duration:** Instantaneous You conjure up a wave of snow that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. A creature that is knocked prone is buried under snow. On their turn a creature can use its action to dig itself or a creature that is buried in snow out. While buried a creature is unable to breathe and follows the normal rules for suffocation. A *fireball, flame strike*, or similar spell burns away the snow in the explosive or fiery spell’s area. A *wall of fire* burns away the snow in the area into which it deals damage. #### Binding Snow *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S - **Duration:** 1 hour This spell must be cast on a snow field. That snow field instantly freezes in an 30 foot cube, impeding movement through the area. A Medium or smaller creature caught within the area has its movement speed rudeced to zero. By making a Strength Saving throw the creature can move at half speed for that round. If a creature is Large the initial area only cuts their speed in half, and the strength save allows them to move normally. If the creature is Huge or Larger they are unaffected. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the cube increases by 10 feet for each slot level above 3rd. #### Blizzard *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 400 feet - **Components:** V, S - **Duration:** Concentration up to 1 minute When you cast this spell the temperature in a 100 foot radius sphere drops to below freezing and a powerful blizzard erupts in the area. Visibility is reduced to zero, making Perception checks and all ranged attacks impossible.Unprotected flames are automatically extinguished and protected (behind cover of some kind, such as a rock or something that would block the wind and snow) flames have a 75% chance of being doused. Creatures in the area must make a constitution saving throw or take 2d6 points of cold damage at the start thier turn, a succesful save halves this damage.
Made by Llama513 @ Giant in the Playground
\page One foot of new snow falls each round. Movement within the area is impeded, depending on the creature’s size and depth of snow as shown in the table below. ##### Snow Impeded Movement |Snow Depth | Small | Medium | Large | |:----:|:----:|:----:|:-------------| | Up to 6 inches | Reduce Movement speed by 10 feet | None | None | | 7-12 inches | Reduce Movement speed by 10 feet | Reduce Movement speed by 10 feet | None | | 13-24 inches| Cut movement speed in half | Reduce Movement speed by 10 feet | Reduce Movement speed by 10 feet | | 25-36 inches | Cut movement speed in half | Cut movement speed in half | Reduce Movement speed by 10 feet | | 37-60 inches | Movement Speed reduced to 5 feet | Cut movement speed in half | Cut movement speed in half | |61+ inches | Movement Speed reduced to 5 feet | Movement Speed reduced to 5 feet | Cut movement speed in half | #### Frostburn *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous When laying your hand upon a creature, you channel cold energy, the creature you touched must make a constitution saving throw or take 2d12 points of cold damage and not be able to use reactions until the start of its next turn. A succesful save halves this damage, and they are able to use reactions. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d12 for each slot level above 2nd. #### Heat Leach *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (A leech and a pinch of snow.) - **Duration:** Concentration up to a minute You plant a tiny sphere of intense cold in the body of a living creature. At the start of your turn (including the turn you cast the spell), the target must succeed on a Constitution saving throw or take 1d8 points of cold damage. They take no damage on a sucessful save. ``` ``` #### Hibernal Healing *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (Slush, Snow and Ice) - **Duration:** Instantaneous You absorb slush, snow, and ice, channeling the cold energy stored within to cure 50 points of damage. The spell melts all slush, snow, and ice within 10 feet of the caster. #### Ice Castle *7th-level conjuration (ritual)* ___ - **Casting Time:** 10 minutes - **Range:** 100 feet - **Components:** V, S, M (A piece of blue ice carved to resemble the desired castle worth 2,000 gp.) - **Duration:** 24 hours You create a huge castle of ice and snow, fully formed with walls, towers, gates, and battlements and magical wards. The castle includes a single main gate and a sally port, a drawbridge, a 30-foot diameter central tower made of blue ice and five additional 30-foot diameter towers made of blue ice. The size of the castle is determined by the location of the towers, which enclose an open courtyard. The maximum perimeter of the structure is 400 feet. In addition, you can place any or all of the following three magical effects in the castle. 1. *Icicle* spells in two areas (typically in the gatehouse and in the central tower). 2. *Ice Slick* spells triggered when an intruder steps on the tower stairs. 3. *Obscuring Snow* in any corridors or rooms, obscuring all sight, including darkvision. The castle can be created around living creatures, and in this case it rises up from the earth and snow around them. It cannot be “dropped” onto creatures as an offensive spell. The caster may choose to be lifted onto the roof of the central tower by centering the spell on themself. If the castle is summoned on relatively level ground, a moat of icy water 20 feet wide surrounds the castle. If summoned on sharply sloping ground, an icy crevasse 20 feet wide and 50 feet deep surrounds the castle. The castle melts slowly whenever the temperature rises above freezing; an ice castle takes 1d6 points of damage each round in a place with temperatures above freezing. When struck by fire spells, the castle is damaged normally. The castle has 200 hit points per 5-foot section and a hardness of 0. The towers are made of blue ice which has 300 hit points per 5-foot section Creatures can hit the castle automatically. Fire, including a *fireball* spell and red dragon breath, can melt the ice castle, and it deals maximum damage to the structure. Suddenly melting an ice castle creates a great cloud of steamy fog that lasts for 10 minutes.
Made by Llama513 @ Giant in the Playground
\page #### Ice Darts *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous Four sharp, transparent icicle shoots from your fingertips at targets within range. You can fire them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d4 cold damage. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you may fire one additional dart for each slot level above 2nd. #### Ice Shield *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** touch - **Components:** V, S, M (A pinch of sleet) - **Duration:** 1 minute The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains resistance to all damage execpt fire. While protected by the spell, the creature also has vulnerability to fire damage. #### Ice Ship *4th-level conjuration (Ritual)* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S, M (A small glass model of a ship worth at least 200 gp.) - **Duration:** 24 hours You create a ship made of ice. The vessel can take one of two forms, depending on your needs at the time. The form is chosen when the spell is cast and cannot be changed. *Ice Runner:* This tiny, narrow ship appears with a set of stone runners that carry the ship at speeds of up to 80 mph over any level ice, such as a lake, river, or ocean pack ice. It can carry 20 Medium creatures, and it cannot move against the prevailing winds (though it can move at right angles to the wind). Large creatures cannot fit on an ice runner. This form has 40 hit points and an AC of 15. *Ice Galleon:* This sailing vessel can move against the wind at a steady pace of 5 mph, or with the wind at 10 mph. It carries 60 Medium creatures, or 20 Large creatures. This form has 60 hit points and an AC of 17. Proficiency with Water Vehicles is required to be able to use the ship properly. If the ship is created in an area of temperature above freezing, it immediately begins to melt, taking 1d12 points of damage per hour. Both forms begin to melt or crack slowly during the last hour of the spell regardless of temperature, and disappear into puddles or splinters of ice at the end of the spell’s duration. ``` ``` #### Ice Skate *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 10 minutes You allow a creature to skate across any icy surface, either level or inclined, increasing its base land speed by 60 feet. (This adjustment is treated as an enhancement bonus.) No Acrobatics checks are required for this movement (even during combat on ice) unless the recipient attempts exceptional maneuvers, such as jumping a crevasse or gliding up a frozen waterfall, or takes damage—even then, the recipient has advantage on its Acrobatics check. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature per spell slot level above 1st. #### Ice Slick *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration up to 1 minute An *Ice Slick* spell covers a solid 20 foot square area with a layer of slippery ice. Any creature entering the area or caught in it when the spell is cast must make a successful Dexterity Saving throw or slip, skid, and fall. Those that succeed on the saving throw can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new saving throw every round to avoid falling and be able to move. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the square of ice increases by 10 feet for each slot level above 1st. #### Icicle *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Until dispelled or triggered You create icicles on a ceiling in a 10 foot square area, doorway, or similar overhang. The icicles fall when a creature walks or starts their turn beneath them, dealing 4d6 points of piercing damage. Anyone directly under the area takes this damage with no saving throw. Others within 5 feet of the icicles take half damage, or none if they succeed on a Dexterity saving throw. The caster and any characters you choose can walk under the icicles or through the doorway without triggering the ice attack. Likewise, you can remove the icicles whenever desired. Others can remove them with a successful *dispel magic* or 10 points of fire damage. However, an unsuccessful attempt to dispel or melt the icicles automatically triggers the attack.
Made by Llama513 @ Giant in the Playground
\page #### Ivory Flesh *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 Hour The subject’s flesh and all thier equipment turn white, granting them advantage stealth checks in heavy snow or ice areas. In any nonwhite-hued area (including ebony ice), *ivory flesh* instead incurs disadvantage on stealth checks. #### Mass Frostburn *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (30 foot Radius) - **Components:** V, S - **Duration:** Instantaneous Cold energy spreads out in all directions from you causing creatures in a 30 foot radius to freeze. All creatures in the area must make a Constitution saving throw or take 7d12 points of cold damage. A succesful save cuts the damage in half. **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d12 for each slot level above 6th. #### Mindfrost *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (A small stone covered in frost.) - **Duration:** Instantaneous This spell freezes the mental pathways of living creatures. The targeted creature must succeed on a constitution saving throw or take 4d8 points of cold damage and the targeted creature must succeed on a wisdom saving throw or take 4d8 points. Taking half damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d8 for each slot level above 4th. #### Obscuring Snow *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30 foot radius) - **Components:** V, S - **Duration:** Concentration, up to 10 minutes A swirling snow vapor arises around you, and follows you from that point on. You create a 30-foot-radius sphere of swirling snow. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A *fireball, flame strike*, or similar spell burns away the snow in the explosive or fiery spell’s area. A *wall of fire* burns away the snow in the area into which it deals damage. Creatures under the affect of *Snowsight* are immune to this spells affect. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the radius of the snow increases by 30 feet for each slot level above 2nd. #### Raise Ice Forest *7th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (400 foot square area) - **Components:** V, S - **Duration:** Permanent Immediately after casting this spell, ice trees erupt from snow within the spell’s area. The ice trees resemble any type of tree designated by the caster (deciduous, evergreen, oak, or others). Trees have 5 foot diameter trunks and rise to a height of 15 feet. Three trees appear in each 20-foot-square frostfell region in the area. **Ice tree:** 5 feet thick; AC 20; hp 80; break DC 25 ; Climb DC 15. #### Snow Walk *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour The subjects can walk on top of snow rather than through it, avoiding the usual movement penalties and leaving neither footprints nor scent. Tracking the subject is impossible by nonmagical means, and the gliding along the surface of the snow adds 10 feet to the target creature’s land speed. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature per spell slot level above 2nd. #### Snow Wave *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (45 foot cone) - **Components:** V, S - **Duration:** Instantaneous You create a wave of snow that knocks creatures in its path prone and deals 5d6 points of bludgeoning damage plus 5d6 points of cold damage to targets caught in the cone. Any creature in the area must make a Dexterity save or be knocked prone in addition they must make a constitution saving throw on a success they take only half the cold damage from a *snow wave*; however, it still takes the full crushing damage.
Made by Llama513 @ Giant in the Playground
\page #### Snowdrift *Cantrip transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A pinch of white flour) - **Duration:** Instantaneous You can form existing snow inside a 10 foot cube into any shape that suits your purpose. For example, you can make a snowbank for concealment, sculpt a snow statue or idol, open a tunnel in deep snow, or simply cover a set of tracks. *Snowdrift* also permits you to raise snowy barriers around a door or house to prevent vision in or out, or to clog a chimney with snow. Snow cannot be made into weapons with this spell, and *snowdrift* does not affect solid ice in any form. #### Snowsight *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, and ignores all penalties due to snow glare and snow blindness. *Snowsight* is no better than normal vision. During daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for the subject creature. *Snowsight* does not grant creatures the ability to see in darkness. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each spell slot level above 1st. #### Snowsong *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Self (30 foot radius) - **Components:** V - **Duration:** Concentration, up to 10 minutes *Snowsong* fills the area with a soft snowfall that melts and evaporates on contact with anything solid. When you cast the spell, you must designate all creatures in the area as either allies or enemies. Once cast the area of effect moves with you. While the snow falls, allies in the area hear a soft, lilting song that bolsters their spirits and confidence. At the same time, as the snow strikes their bodies, it melts and washes away scars, wounds, and filth. Allies under the effect of the snow gain a advantage on to Charisma checks and saving throws and attack rolls, and a +2 bonus to Armor Class. In addition, the they heal an amount equal to your spell casting modifier each round and gain resistance to cold damage. All melee attacks made by allies in the *snowsong* deal an additional 1d6 points of cold damage. Enemies in the area of a *snowsong* have a much different experience. To them, the snow is bitterly cold and leaves scabs and angry welts when it lands on their skin. They perceive the music as a discordant jangle of crashes, scrapes, and howls. As long as they remain in the area, they suffer disadvantage on concentration checks and perception checks, a sucessful wisdom saving throw negates this disadvantage. These benefits remain in place as long as the spell persists and as long as the target remains in the spell’s area. If a creature leaves the spell’s area, all effects end for that creature until it returns to the *snowsong’s* area. #### Winter's Embrace *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to a minute *Winter’s embrace* covers the victim with sheets of ice and lumps of snow. If the subject succeeds on its Constitution save, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect. If the subject fails its saving throw, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage each round. At the start of the subject’s turn, it can attempt a new Constitution saving throw to avoid taking damage that round. If a creature takes damage twice from a single casting of *winter’s embrace*, it becomes incapacitated. The fourth time a creature takes damage from the same spell, it gains a level of exhaustion, every two failed saves after the fourth save adds another level of exhaustion. #### Zone of Glacial Cold *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S, M (A snowball) - **Duration:** Concentration, up to a minute You create a 20 foot radius sphere of icy cold within the spell’s area, dealing 1d6 points of cold damage per round. Each creature in the area must make a Constitution saving throw taking half damage on a success. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each spell slot level above 1st.