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User_Undefined
2017-06-30, 11:39 PM
Hey people. I have a character who has, over the course of play, become drawn to the power of frost. So, for fun and as a way to kill time, I've converted some Pathfinder spells over to 5e. I definitely won't be using all of them, but maybe someone here will. For reference, I've also put the original spell (copied from d20pfsrd) above the conversion. One thing that shows up in several of the Pathfinder spells is the Staggered condition.

A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
There isn't really an equivalent, so there are a few different things I've done to those spells.

I'll also add that I haven't looked to see how these spells compare to official spells in terms of power, so some may be over- or under-powered. Please look and critique.

1st Level

Ice Armor
Ice Armor
School transmutation [cold, water]; Level cleric 1/oracle 1, druid 1
Casting
Casting Time 1 minute
Components V, S, F (5 gallons of water)
Effect
Range 0 ft.
Effect a suit of armor made of ice
Duration 1 hour/level or until destroyed
Saving Throw none; Spell Resistance no
Description
You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as breastplate armor, except it has hardness 0 and 30 hit points. If the intended wearer is submersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its Armor Class by 1 for every 5 points of fire damage the wearer takes; when the armor's AC reaches 0, the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. This armor is freely wearable by druids.
ICE ARMOR
1st-level transmutation
Casting Time 1 action
Range self
Components V, S, M (5 gallons of water)
Duration 8 hours
You create a breastplate of magical ice. You are proficient with this armor. While wearing this armor, you have resistance to cold damage and advantage on Athletics (Strength) checks related to swimming.

Snowball
Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
Description
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. On a successful hit, the snowball deals 1d6 points of cold damage per caster level (maximum 5d6), and the target must make a successful Fortitude saving throw or be staggered for 1 round.
SNOWBALL
1st-level conjuration
Casting Time 1 action
Range 60 ft
Component V, S
Duration instantaneous
You conjure a ball of packed ice and snow that you can throw at a single target. On a successful hit, the snowball deals 1d6 points of cold damage, and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on their next attack roll.
At Higher Levels When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st.

2nd Level

Chill Metal
Chill Metal
School transmutation [cold]; Level druid 2
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration 7 rounds
Saving Throw Will negates (object); Spell Resistance yes (object)
Description
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.

Round Metal Temperature Damage
1 Cold None
2 Icy 1d4 points
3-5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.
Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended.
Chill metal counters and dispels heat metal.
CHILL METAL
2nd-level transmutation
Casting Time 1 action
Range 60 feet
Components V, S, M (a piece of iron and a cup of water)
Duration Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to ice over. Any creature in physical contact with the object takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Chill metal counters and dispels heat metal.
At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Frigid Touch
Frigid Touch
School evocation [cold]; Level druid 2, magus 2, sorcerer/wizard 2, bloodrager 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description
This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round.
If the attack is a critical hit, the target is staggered for 1 minute instead.
FRIGID TOUCH
2nd-level evocation
Casting Time 1 action
Range touch
Component V, S
Duration instantaneous
This spell causes your hand to glow with a pale blue radiance. Make a melee spell attack against a creature. On a hit, the creature takes 4d6 cold damage, has disadvantage on attack rolls, and cannot use reactions until the end of their next turn. If the attack is a critical hit, they have disadvantage on attack rolls for one minute.
At Higher Levels When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d6 for each slot level above 2nd.

Frost Fall
Frost Fall
School evocation [cold]; Level druid 2, sorcerer/wizard 2, witch 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Area 5-foot radius burst
Duration 1 round/2 levels
Saving Throw Fortitude partial; Spell Resistance yes
Description
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The area remains chilled for the spell's duration. Any creature that starts your turn within the spell's area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.
FROST FALL
2nd-level evocation
Casting Time 1 action
Range 60 ft
Component V, S
Duration 1 minute
A 5 ft radius area is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it. Creatures that the spell initially damages must make a Constitution saving throw. On a failure, they have disadvantage on their attack rolls until the end of their next turn. The area remains chilled for the spell's duration. Any creature that starts your turn within the spell's area takes 1d6 points of cold damage (Constitution saving throw for half) but does not become staggered even on a failed saving throw.
At Higher Levels When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d6 for each slot level above 2nd.

3rd Level

Frosthammer
Frosthammer
School evocation [cold]; Level antipaladin 3, cleric 3, inquisitor 3, ranger 3
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range Medium (100 ft. + 10 ft./level)
Targets one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description
You create a warhammer of magically hardened ice and send it hurling toward the target. You must succeed at a ranged touch attack to strike the target. If hit, the target takes 1d8 points of damage per 2 caster levels you possess (maximum 5d8); half this damage is bludgeoning damage, half is cold damage. The frosthammer counts as having a +1 enhancement bonus for the purpose of bypassing DR. If the target takes any bludgeoning damage from the hammer, you may attempt a trip combat maneuver check against that target, except you may use your caster level instead of your BAB and your spellcasting ability modifier (Wisdom for clerics, and so on) instead of your Strength modifier.
FROSTHAMMER
3rd-level evocation
Casting Time 1 action
Range 120 ft
Components V, S
Duration instantaneous
You create a warhammer of magically hardened ice and send it hurling toward a creature. Make a ranged spell attack. On a hit, you deal 1d4 cold damage and 1d4 bludgeoning damage. The creature must also make a Strength saving throw. On a failure, it is knocked prone.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, both the cold damage and bludgeoning damage increase by 1d4 for each slot level above 3rd.

Ice Spear
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
Casting
Casting Time 1 standard action
Components V, S, M (a small stalagmite-shaped crystal)
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect 1 ice spear/4 levels
Duration instantaneous
Saving Throw Reflex half and see below; Spell Resistance no
Description
Favored by the spellcasters of Irrisen, this potent spell can disrupt spellcasters, topple enemies, and break even seemingly unstoppable charges. One or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every 4 caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square-creatures that take up more than 1 square can be hit by multiple spears if your caster level is high enough. The explosive growth can also trip foes. When the spears erupt from the ground, they attempt a combat maneuver check to trip any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus on this combat maneuver check. If the check is successful, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt. If you cast this spell upon an area covered with ice or snow, such as a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect take a -2 penalty, and the spell effect gains a +4 bonus on the combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.
ICE SPEAR
3rd-level conjuration
Casting Time 1 action
Range 60 ft
Components V, S, M (a small stalagmite-shaped crystal)
Duration instantaneous
A giant spear of ice lances up out of the ground. The stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. A creature that occupies the square or is less than 10 feet above the ground below from which the spear extends takes 2d6 points of piercing damage and 2d6 points of cold damage The explosive growth can also trip foes. When the spears erupt from the ground, the creature must make a Dexterity saving throw. On a failure, they are knocked prone. A successful save halves the damage and they are not knocked prone. If you cast this spell on an area covered with ice or snow, such as a glacier, frozen lake, or snow-covered field, the save is made at disadvantage. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you may summon one more spear for each slot level above 3rd. Creatures that take up more than 1 square can be hit by multiple spears. If hit by multiple spears, the Dexterity save is made at disadvantage.

Vengeful Comet
Vengeful Comets
School evocation [cold]; Level druid 3, sorcerer/wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range long (400 ft. + 40 ft./level)
Effect 1 comet per 4 levels
Duration 1 round/level or until completely discharged (see below)
Saving Throw none; Spell Resistance yes
Description
This spell causes a number of miniature comets (up to one per four caster levels) to orbit in the air above your head. Bits of snow and cold wind drift down from the orbiting comets, granting you a circumstance bonus equal to the number of comets on all saving throws against fire effects.
The actual use for the comets, though, is to make vengeful strikes against foes who dare to target you with offensive spells. As an immediate action whenever you are affected by a spell cast by another creature, you can fire one of your vengeful comets as a bolt of icy retribution (provided the source of the offensive spell is within range of your vengeful comet, of course). The comet requires a ranged touch attack to hit. If it hits, a comet deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target, plus an additional amount of cold damage equal to the level of the spell you are retaliating against. If the spell you're retaliating against had the fire descriptor, you may opt to fire two comets instead of one.
VENGEFUL COMET
3rd-level evocation
Casting Time 1 action
Range 300 ft
Components V, S
Duration Concentration, up to 1 minute
This spell creates a miniature comet that orbits in the air above your head. Bits of snow and cold wind drift down from the orbiting comets, granting you advantage on all saving throws against fire effects.
The actual use for the comet, though, is to make vengeful strikes against foes who dare to target you with offensive spells. As a reaction whenever you are affected by a spell cast by another creature, you can fire a comet as a bolt of icy retribution. Make a ranged spell attack. If it hits, the comet deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target, plus an additional amount of cold damage equal to the level of the spell you are retaliating against. If the spell you're retaliating against had the fire descriptor, you have advantage on the attack.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you create one extra comet for each slot level above 3rd.

5th Level

Icy Prison
Icy Prison
School evocation [cold]; Level sorcerer/wizard 5
Casting
Casting Time 1 standard action
Components V, S
Effect
Range medium (10 ft. + 10 ft./level)
Targets one creature
Duration 1 minute/level; see text
Saving Throw Reflex partial; Spell Resistance yes
Description
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).
ICY PRISON
5rd-level evocation
Casting Time 1 action
Range 30 ft
Components V, S
Duration Concentration, up to 10 minutes
You trap the target in solid ice 1 foot thick. The creature makes a Dexterity saving throw. On a failure, it is helpless, but can still breathe (the ice blocks line of effect to the target). On a save, it is grappled but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has 36 hit points; if broken, the creature is freed. A creature can break the ice by using its action to make a Strength check against you spellcasting DC.
At Higher Levels When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th.

6th Level

Cold Ice Strike
Cold Ice Strike
School evocation [cold]; Level cleric/oracle 6, sorcerer/wizard 6
Casting
Casting Time 1 swift action
Components V, S
Effect
Range 30 ft.
Area 30-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).
COLD ICE STRIKE
6th-level evocation
Casting Time 1 bonus action
Range 30 ft
Components V, S
Duration instantaneous
You create a shredding flurry of ice slivers, which blast from your hand in a 30 foot line five feet wide. Any creature in the path must make a Dexterity saving throw. The line deals 12d6 points of cold damage on a failure and half as much on a success.
At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Elemental Assessor
Elemental Assessor
School evocation [acid, cold, electricity, fire]; Level cleric/oracle 6, sorcerer/wizard 6
Casting
Casting Time 1 standard action
Components V, S, M/DF (four needles)
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect one elemental ray
Duration 1d4+1 rounds (see text)
Saving Throw none; Spell Resistance yes
Description
Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. You must make a successful ranged touch attack to hit your target with the ray, which deals 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of fire damage. The type of energy that does the most points of damage to the target then persists, dealing another 4d6 points of that type of damage per round for 1d4 rounds.
ELEMENTAL ASSESSOR
6th-level evocation
Casting Time 1 action
Range 60 ft
Components V, S, M (four needles)
Duration 1d4+1 rounds (see text)
A ray of spiraling colors springs from your hand and streaks to its target. Make a ranged spell attack. On a hit, your target takes 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of fire damage. The type of energy that does the most points of damage to the target then persists, dealing another 4d6 points of that type of damage per round for 1d4 rounds.

Ice Crystal Teleport
Ice Crystal Teleport
School conjuration (teleportation) [cold]; Level sorcerer/wizard 6, summoner 5, witch 6
Casting
Casting Time 1 standard action
Components V
Effect
Range long (400 ft. + 40 ft./level)
Targets one creature
Duration 1d4 rounds and instantaneous
Saving Throw Will negates; Spell Resistance yes
Description
This spell functions as teleport, except you use it to teleport yourself or one other creature to a safe location you specify (the target can bring along objects as long as their weight doesn't exceed the target's heavy load). You can only send the target to a location with which you are very familiar. The target is first trapped in ice (hardness 0, 3 hit points per inch of thickness, 1 inch thick per caster level) for 1d4 rounds, during which time it is paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice's hit points drop to 0 and it quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the teleport doesn't occur.
ICE CRYSTAL TELEPORT
6th-level conjuration
Casting Time 1 action
Range 10 ft
Components V
Duration 1d4 rounds and instantaneous
This spell functions as teleport, except you use it to send yourself or one other creature to a safe location you specify (the target can bring along objects as long as their weight doesn't exceed the target's heavy load). You can only send the target to a location with which you are very familiar. The target is first trapped in ice with 36 hit points for 1d4 rounds, during which time it is paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the teleport doesn't occur.

7th Level

Ice Body
Ice Body
School transmutation [cold]; Level sorcerer/wizard 7, witch 7, shaman 7
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Targets you
Duration 1 minute/level (D)
Description
Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5/ magic. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters) plus 1 point of cold damage, and you are considered armed when making unarmed attacks. You may burrow through nonmagical ice or snow at your base speed as easily as a fish swims through water. You can move through magical ice and snow if you succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the effect; you automatically succeed on caster level checks against effects that you created. Your passage through snow and ice in this fashion leaves behind no tunnel or hole.
ICE BODY
7th-level transmutation
Casting Time 1 action
Range self
Components V, S
Duration 10 minutes (Concentration?)
Your form transmutes into living ice, granting you several abilities. You gain resistance to bludgeoning, piercing, and slashing damage and immunity to cold damage. You are also immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attack deals 1d6 bludgeoning damage plus 1 point of cold damage and counts as magical. You may burrow through nonmagical ice or snow at your base speed as easily as a fish swims through water. You can move through magical ice and snow if you succeed on a spellcasting check against a DC of 10 + the level of the spell; you automatically succeed on checks against effects that you created. Your passage through snow and ice in this fashion leaves behind no tunnel or hole.

8th Level

Polar Ray
Polar Ray
School evocation [cold]; Level sorcerer/wizard 8
Casting
Casting Time 1 standard action
Components V, S, F (a white ceramic cone or prism)
Effect
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
Description
A blue-white ray of freezing air and ice springs from your hand.
You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.
Domains
Ice
Mythic Polar Ray
The damage dealt increases to 1d8 points of cold damage per caster level (maximum 25d8) and 1d6 points of Dexterity drain. If the target takes damage from this spell, it becomes partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtypes or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the spell's DC or dealing 1 point of bludgeoning or fire damage per caster level to the target.
POLAR RAY
8th-level evocation
Casting Time 1 action
Range 150 ft
Components V, S, M (a white ceramic cone or prism)
Duration instantaneous
A blue-white ray of freezing air and ice springs from your hand.
Make a ranged spell attack. On a hit the ray deals 10d6 points of cold damage and 2d4 points of Dexterity drain. If the target takes damage from this spell, it becomes partially encased in ice, reducing its speed by half. Creatures that are incorporeal or have immunity to cold damage or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a Strength save or dispel check against the spell's DC or dealing bludgeoning or fire damage equal to the caster’s level to the target.

9th Level

Polar Midnight
Polar Midnight
School transmutation [cold, darkness]; Level cleric/oracle 9, druid 9, witch 9, shaman 9
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect 30-ft. spread
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes
Description
You plunge an area into the brutal chill of the arctic night.
Illumination conditions are dropped by two steps (though only to darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage.
Any creature that doesn't move on its turn becomes encased in a sheath of ice equivalent to wall of ice, is helpless, and cannot breathe. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a move action, you may move the area of effect up to 10 feet in any direction.
POLAR MIDNIGHT
9th-level transmutation
Casting Time 1 action
Range 30 ft
Components V, S, M (a white ceramic cone or prism)
Duration Concentration, up to 1 minute
You plunge an area into the brutal chill of the arctic night.
A 30 foot radius sphere of darkness is formed at a point you can see, and all creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round. A successful Constitution save each round negates the Dexterity damage but not the cold damage.
Any creature that doesn't move out of the sphere on its turn becomes encased in a sheath of ice equivalent to wall of ice, is helpless, and cannot breathe. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a bonus action, you may move the area of effect up to 10 feet in any direction.

VanCucci
2017-07-01, 12:46 PM
Damage on some spells should be higher, like Snowball for example: 1d6 is less damage than the average cantrip.
Change DEX drain into disadvantage in DEX checks and saves or something: ability damage should be avoided, as is burdensome to keep track.
Ice armor is straight up better than mage armor


I'm on my phone, so sorry for being too brief

JackPhoenix
2017-07-01, 03:18 PM
Ice Armor is too good for 1st level spell... same duration as Mage Armor with better AC (thanks to free proficiency, it doesn't matter what's your class), cold resistance for 8 hours (Protection From Energy is more versatile, but it lasts 1 minute, takes concentration and is a 3rd level spell) AND a advantage on skill? That's about, what... 5th level spell?

Snowball is worse than Frostbite, a cantrip

Chill Metal is Heat Metal with different damage type, sure.

Frigid Touch sounds about right. Better damage type than Scorching Ray and riders, but it's melee.

Frost Fall sounds about right, compared to Snilloc's Snowball Swarm

Frost Hammer is too weak for 3rd level spell... seems more like 1st level. Compare to Ice Knife, for example

Ice Spear sounds about right

Vengeful Comet is situational, but sounds about right

Ice Prison is a mess: caster level is meaningless term in 5e, you aren't sure if it gives grappled or entangled condition (and the later doesn't exist, just like helpless, do you mean restrained?)

Cold Ice Strike sounds fine, perhaps even a bit weak, compare to Disintegrate or Chain Lightning available at the same level (though it is AoE)

Elemental Assessor: I'm not sure about rolling for duration, it doesn't fit with general 5e design, but the spell itself is fine. Perhaps make it concentration and 1 minute?

Ice Crystal Teleport: Teleport is 7th level spell in 5e. Just sayin'

Ice Body: Check Investiture of Ice, available 1 spell level earlier. The effect is different, but visually it's the same thing.

Polar Ray: nope, no such thing as ability drain in 5e (outside very few monsters)

Polar Midnight: once again, no such thing as ability damage in 5e. Otherwise, feels somewhat weak for 9th level spell.

User_Undefined
2017-07-01, 04:02 PM
Ice Armor is too good for 1st level spell... same duration as Mage Armor with better AC (thanks to free proficiency, it doesn't matter what's your class), cold resistance for 8 hours (Protection From Energy is more versatile, but it lasts 1 minute, takes concentration and is a 3rd level spell) AND a advantage on skill? That's about, what... 5th level spell?
Even though the AC cap is 2 lower? The resistance argument I see, but how often do swimming checks come up?


Snowball is worse than Frostbite, a cantrip

Frost Hammer is too weak for 3rd level spell... seems more like 1st level. Compare to Ice Knife, for example
How about if the damage dice was bumped to d8s for both of them, and Snowball didn't have a save?


Ice Prison is a mess: caster level is meaningless term in 5e, you aren't sure if it gives grappled or entangled condition (and the later doesn't exist, just like helpless, do you mean restrained?)
So, what, cold damage equal to your level? Casting stat modifier? I thought helpless was still a condition; maybe paralyzed on a failure and restrained on a save?


Cold Ice Strike sounds fine, perhaps even a bit weak, compare to Disintegrate or Chain Lightning available at the same level (though it is AoE)
Just want to point out that it is a bonus action to cast, not a regular one. Not sure if you noticed that, or if it affects your judgement.


Elemental Assessor: I'm not sure about rolling for duration, it doesn't fit with general 5e design, but the spell itself is fine. Perhaps make it concentration and 1 minute?
Maybe? I just like the idea of someone making a spell that they are 100% certain will hurt what it hits.


Ice Crystal Teleport: Teleport is 7th level spell in 5e. Just sayin'
True, but this one also is not instant, and can be broken relatively easily if monsters target the ice.


Ice Body: Check Investiture of Ice, available 1 spell level earlier. The effect is different, but visually it's the same thing.
Like you said, they have different effects. One turns you into Mr. Freeze, the other makes you Ice Man. This one is also much more defense oriented than Investiture.


Polar Ray: nope, no such thing as ability drain in 5e (outside very few monsters)

Polar Midnight: once again, no such thing as ability damage in 5e. Otherwise, feels somewhat weak for 9th level spell.
While not technically ability drain, there is Feeblemind, which sets two abilities to 1. Would just setting their dexterity to 1 be any better? Or petrified as ice instead of stone? Either way, I have no plan to take either of these two spells.

JackPhoenix
2017-07-01, 09:51 PM
Even though the AC cap is 2 lower? The resistance argument I see, but how often do swimming checks come up?

It is also cleric/druid spell. How often do either of them max Dex? And it's strictly better than any non-magic armor druid can get.


How about if the damage dice was bumped to d8s for both of them, and Snowball didn't have a save?

I don't see much of a point in having either of those spells at all. Frostbite does everything Snowball does, but better. Bumping up dice would help Frost Hammer a little, but still, why not just have it at level 1, or scrap it and use Ice Knife?


So, what, cold damage equal to your level? Casting stat modifier? I thought helpless was still a condition; maybe paralyzed on a failure and restrained on a save?

Ignore the level entirely, just give it few dices of damage. I'd base it on Hold Person/Monster, but with extra damage on top and different save.


Just want to point out that it is a bonus action to cast, not a regular one. Not sure if you noticed that, or if it affects your judgement.

Missed that, seems fine


Maybe? I just like the idea of someone making a spell that they are 100% certain will hurt what it hits.

Nothing is ever 100% certain in D&D :smallwink: But yeah, the spell is mostly fine, with concentration and greater duration, it would have a chance to do more damage at the price of limiting the caster somewhat


True, but this one also is not instant, and can be broken relatively easily if monsters target the ice.

And how often do you need to cast Teleport in combat situation when Misty Step or Dimension Door wouldn't be sufficient? In which case, this spell would still be worse alternative, thanks to not getting you where do you want to instantly.


Like you said, they have different effects. One turns you into Mr. Freeze, the other makes you Ice Man. This one is also much more defense oriented than Investiture.

In that case: There's no ability score damage in 5e, so immunity to it is useless, why does it give lightning (not eletricity) immunity? I suggest just copying immunities from elementals, i.e. cold + poison damage and immunities to exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained and unconscious conditions.


While not technically ability drain, there is Feeblemind, which sets two abilities to 1. Would just setting their dexterity to 1 be any better? Or petrified as ice instead of stone? Either way, I have no plan to take either of these two spells.

Then there is not much of a point in discussing them.