Ice Spells
Tying in with the rest of my expanded elemental spells, here is a list of Ice themed spells.
Arctic Smite
Level 1 Evocation (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The target takes an extra 1d6 Cold damage as vicious shards of ice coat their wound, and spread across their body. The target must succeed a Strength saving throw or have it’s Speed halved for the duration and take an additional 1d6 Cold damage when this spell ends, as the ice shatters.
Using a Higher-Level Spell Slot. The initial damage increases by 1d6 for each spell slot level above 1.
Ice Shards
Level 1 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create two shards of ice that each strike a creature of your choice that you can see within range. Make a ranged spell attack for each shard. You can direct them to hit one creature or several. On a hit, the target takes 1d10 Cold damage and it’s Speed is reduced by 10 feet until the start of your next turn.
Every second shard that hits a creature in one turn forces it to succeed a Constitution saving throw or take an additional 2d4 Cold damage as both shards shatter inside of them.
Using a Higher-Level Spell Slot. The spell creates one more shard for each spell slot level above 1.
Flash Freeze
level 2 Transmutation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause a rapid pulse of frost to appear in a 5-foot-radius Sphere centred on a point you can see within range. Each creature within the Sphere must make a Strength saving throw. On a failure they take 3d6 Cold damage and are Restrained until the start of your next turn. On a success they take half as much damage only. A creature has Disadvantage on this saving throw if they are submerged/covered in water.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 foot for each spell slot level above 2.
Frost Snap
Level 3 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You force a creature within range to make a Constitution saving throw or else take 6d8 Cold damage, or half as much on a pass.
With a snap of your fingers the air around a creature you can see within range is super chilled. The target must make a Constitution saving throw, taking 6d8 Cold damage on a failure or half as much on a pass. Creatures primarily wearing metal, or drenched in water, make this saving throw with Disadvantage
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
Blizzard
Level 6 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a white dragon scale)
Duration: Concentration, up to 1 minute
You whip up a raging blizzard in a 20-foot Emanation originating from you for the duration. It’s area is treated as Difficult Terrain and is Heavily Obscured. Each creature in the Emanation must make a Constitution saving throw, taking 6d10 Cold damage on a failed save or half as much on a successful one. A creature must also make this save when it enters the blizzard or ends it’s turn within it. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 6.
Deep Freeze
Level 7 Enchantment (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You force a creature within range to succeed a Strength saving throw. or take 6d12 cold damage and become Petrified for the duration as they are slowly converted to ice.
Whilst Petrified this way, the creature takes 2d12 Cold damage at the start of it’s turns. This damage ignores resistance to Cold damage. A creature killed by this spell becomes a solid block of un-melting ice.
Using a Higher-Level Spell Slot. If you cast this spell using a level 8 spell slot, you can maintain Concentration on it for up to 1 hour. If you use a level 9 spell slot, the spell doesn’t require Concentration and the spell lasts until Dispelled.
Iceberg
Level 9 Evocation
Casting Time: Action
Range: 1 mile
Components: V, S, M (a sapphire 5,000+ GP)
Duration: 1 round
You conjure a enormous 50-foot-radius, 200-foot-tall Cylinder of deadly ice suspended 100 foot in the air above a point you can see within range. Creatures within the area of the Cylinder are relocated outside of the affected area, directly below it if possible.
At the end of your turn the iceberg begins to crash down. Each creature below the crystal is brought down to the ground along with it, and must make a Dexterity saving throw or take 15d10 Bludgeoning damage and 15d10 Cold damage, or half as much on a success.
Huge or smaller creatures who are damaged by this spell are trapped under rubble from the shattered ice. While trapped in this way, creatures are Restrained until freed. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the rubble and is no longer Restrained.
