You are on page 1of 9

By Elyeet (u/juanbabuchas)

Break the Ice


reeze your enemies and control the masses Icicle Shard

F
with this compendium of new ice spells.
This pack contains spells that’ll slow your evocation cantrip
enemies and cover them in ice, making Casting Time: 1 action
their movement sloppy and their defenses Range: 120 feet
vulnerable. It contains the new frozen Components: V, S, M (a shard of ice)
condition and optional rules for how ice Duration: Instantaneous
spells behave on wet creatures and how fire damage Classes: Artificer, Druid, Sorcerer, Wizard
behaves on frozen creatures. You form a sharp shard of ice in front of you and launch
Some of the spells are inspired by various games, it into a creature within range. You make a ranged spell
shows and books. Along with their description, you’ll attack against the target for 1d6 cold damage. On a hit,
find the source of inspiration for such spells. the creature must also make a Constitution saving
throw. On a failed save, they are covered by the shard’s
Ice Spells residual energy and have their movement speed
reduced by half until the start of your next turn.
Cantrips At Higher Levels. This spell’s damage increases by
1d6 when you reach 5th level (2d6), 11th level (3d6),
Icecraft and 17th level (4d6).
conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Classes: Artificer, Bard, Druid, Sorcerer, Wizard
Conjuring cold energy, you can create and shape ice to
your will. With your action, you can use one of the
effects below. You can dispel the effects at any time
using a bonus action. The effect lasts for up to 1 minute
and you can only have one active at the same time.
A cold mist surrounds a 5-foot square within range,
freezing water and covering objects on a thin layer of
ice. If a creature stands on the area, they must
make a Dexterity saving throw or have their
speed reduced by half until the start of your
next turn.
A cube of ice appears on an unoccupied
5-foot cube within range. As a part of the
same action, you can sculpt the cube and
give it any form you want. The HP of the cube
is equal to your spell ability modifier, and
it has an AC of 8 + your spell ability
modifier.
You freeze the surface of a
water body and create a
strong ice platform on a 5-foot
radius circle. The platform can
withstand 600 pounds
before it breaks.

BREAK THE ICE 1


1st Level Spells 2nd Level Spells
Boreal Mist Ice Lance
1st-level transmutation 2nd-level conjuration, inspired by Mushoku Tensei
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot cone) Range: 120 feet
Components: S, M (a handful of snow) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Paladin, Ranger Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
A burst of freezing mist spring on a 15-foot cone from You conjure an ice spike on the ground to impale a
your hands. All creatures standing on the area must creature within range. The target must make a Dexterity
make a Dexterity saving throw. On a failed save, they saving throw. On a failed save, they take 3d6 cold
take 2d6 cold damage and gain disadvantage on damage and become restrained.
Dexterity saving throws until the start of your next turn. The lance restraining a creature has HP equal to your
On a success, they only take half the damage rolled. spell ability modifier × the slot level used, and an AC of
At Higher Levels. When you cast this spell using a 8 + your spell ability modifier + the slot level used. The
spell slot of 2nd level or higher, the damage increases lance dissapears after reaching 0 HP or when you lose
by 1d6 for each slot level above 1st. concentration, ending the condition on the target. At
Higher Levels. When you cast this spell using a spell
Icicle Break slot of 3rd level or higher, the damage increases by 1d6
1st-level evocation, inspired by Mushoku Tensei for each slot level above 2nd.
Casting Time: 1 action Frozen Armament
Range: 120 feet
Components: V, S 2nd-level transmutation, inspired by Elden Ring
Duration: Instantaneous Casting Time: 1 bonus action
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard Range: 120 feet
You create three medium bolts of ice, and shoot them at Components: V, S, M (a non-magical weapon worth at
targets within range. You can hurl them at one target or least 1 sp)
Duration: Concentration, up to 1 minute
several. Make a ranged spell attack for each bolt. On a Classes: Artificer, Druid, Ranger, Paladin, Warlock
hit, the creature takes 1d6 cold damage. If at least 3
bolts hit a single creature, it becomes frozen until the You enchant the weapon you’re holding with frost
start of your next turn. magic. The weapon glows white, radiating a freezing
At Higher Levels. When you cast this spell using a mist. The first time on your turn that you hit with the
spell slot of 2nd level or higher, you create one enchanted weapon, you deal an extra 1d8 cold damage
additional bolt for each slot level above 1st. and the target must make a Constitution saving throw.
On a failed save, they become frozen until the start of
your next turn.
Additional Condition
Frozen. A frozen creature’s speed is reduced by half
and cannot benefit from any bonus to its speed. They
also gain disadvantage on Dexterity saving throws
and reduce their AC by 2. A creature can attempt to
break the layers of ice that are frezing them or
another creature. To do so they must make an attack
roll against the caster’s DC, and if they succeed, the
condition ends. A creature can also gain the frozen
status naturally. Some examples are the following
(duration may vary up to DM’s discretion):
Natural Freezing
Events DC
Walking barefoot in ice 5
Suddenly entering a blizzard or a plane of cold energy 10
Standing on a blizzard while wet or without clothing 15
Drift through the void between planes or on outerspace 20

2 BREAK THE ICE


3rd Level Spell
Ice Pillar
3rd-level conjuration, inspired by Mushoku Tensei
Casting Time: 1 action
Range: 60 feet
Components: S, V
Duration: Concentration, up to 1 minute
Classes: Artificer, Bard, Druid, Ranger, Wizard
You select a point on the ground within range. From
that point, a shaft of ice springs from the ground, on a 5-
foot radius surface, and grows up to 15 feet high. All
creatures in the area must make a Dexterity saving
throw. On a failed save, they take 4d6 cold damage and
become frozen for up to 1 minute. On a successful save,
they only take half the damage rolled. Regardless of the
save, creatures are pushed away from the area of the
pillar.
While you mantain concentration, the pillar remains
conjured, sending waves of frost within 30-feet from it’s
center. If a creature ends their turn on the area, they
must succeed a Constitution saving throw or take 2d6
cold damage and become frozen for up to 1 minute. On
a success, they only take half the damage rolled.
The pillar has HP equal to your spell ability modifier
× the slot level used, and an AC equal to 10 + your spell
ability modifier + the slot level used. The pillar
dissapears after you lose concentration, a minute
passes, or it’s HP becomes 0.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage from the
rising pillar increases by 1d6, and the area of the waves
increases by 5 feet for each slot level above 3rd.
Icicle Field
3rd-level evocation, inspired by Mushoku Tensei
Casting Time: 1 action
Range: 120 feet
Components: S, V, M (a handful of snow)
Duration: Instantaneous
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
You summon frigid winds to freeze a 20-feet radius
sphere within range. The area becomes covered by
many layers of ice, freezing objects that aren’t being
carried. All creatures on the area must make a Dexterity
saving throw. On a failed save, they take 6d6 cold
damage and become frozen for up to 1 minute. On a
success, they only take half the damage rolled.
Creatures wearing heavy armor have disadvantage on
the saving throw. The effects on the objects last longer,
for up to 1 hour or until enough work is made to break
or melt the ice (up to the DM’s discretion).
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by
1d6 for each slot level above 3rd.

BREAK THE ICE 3


4th Level Spell
Trail of the Qilin
4th-level conjuration, inspired by Genshin Impact
Casting Time: 1 bonus action
Range: Self (15 feet) Zamor Ice Storm
Components: S, V 4th-level evocation, inspired by Elden Ring
Duration: Up to 2 rounds 1 action
Classes: Bard, Cleric, Druid, Ranger, Sorcerer Casting Time:
Range: Self (30-feet)
You teleport to an unoccupied location within 15 feet Components: S, V, M (a staff or cane)
from you and leave behind an Ice Lotus on the 5-foot Duration: Concentration, up to 1 minute
square you stood. When you cast this spell, all creatures Classes: Druid, Ranger, Wizard
standing within 10 feet from the lotus must make a You thrust your staff into the ground and summon a
Dexterity saving throw. On a failed save, they take 2d6 freezing tornado around you. When you cast this spell,
cold damage and are magically compelled to attack the all creatures within 30 feet from you must make a
frozen flower. On a success, they only take half the Dexterity saving throw. On a failed save, they take 4d6
damage rolled. A creature immune to enchantments cold damage and become frozen until the start of your
cannot be compelled by the lotus. next turn. On a success, they only take half the damage
A compelled creature has disadvantage on attack rolls rolled. While you mantain concentration, if a creature
against creatures other than the lotus, and must make a starts their turn within 30 feet from you, they must
Wisdom saving throw each time it attempts to move to a make a Dexterity saving throw. On a failed save, they
space that is more than 30 feet away from the lotus; if it take 2d6 cold damage and become frozen until the start
succeeds on this saving throw, this spell doesn’t restrict of your next turn. On a success, they only take half the
the target’s movement for that turn. damage rolled.
The lotus has HP equal to your spell ability modifier × At Higher Levels. When you cast this spell using a
the slot level used and an AC equal to your DC. When spell slot of 5th level or higher, the damage of the
the lotus HP becomes 0, or the duration ends, the tornado summon increases by 1d6 for each slot level
flower explodes on a 30-foot sphere of cold energy. above 4th.
Creatures standing on the area must make a Dexterity
saving throw. On a failed save, they take 4d6 cold
damage and become frozen for up to 1 minute. On a
success, they only take half the damage rolled.
4 BREAK THE ICE
5th Level Spells
Divine Maiden’s Deliverance At Higher Levels . When you cast this spell using a spell
5th-level conjuration, inspired by Genshin Impact slot of 6th level or higher, the damage increases by 1d6
Casting Time: 1 action for each slot level above 5th.
Range: 80 feet Ranni’s Dark Moon
Components: S, M (a paper talisman worth at least 100 5th-level evocation, inspired by Elden Ring
gp) 1 action
Duration: Concentration, up to 1 minute Casting Time:
Classes: Cleric, Druid, Ranger, Paladin Range: 120 feet
You unleash the power of the spirit residing on the Components: S, V
talisman, allowing it to roam free on this plane. You Duration: Instantaneous
send the spirit on a point within range, and it creates a Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
field of energy on a 40-foot radius sphere. You float 5 feet into the air and become a vessel to
Creatures standing on the field are cursed by the incarnate a cold, dark moon on a 5-foot radius sphere
spirit, when you cast the spell you can choose any around you. Afterwards, you send the moon to collision
creatures you can see to make them immune against into a creature within range. At the end of your turns,
this curse. Cursed creatures take additional cold the moon travels 10 feet into the creature. For each turn
damage equal to your spell ability modifier whenever that passes, the moon’s speed increases by 10. When
they take damage from a weapon attack or any source of the moon collisions with a creature or reaches it’s
cold damage. target, it explodes on a 30-foot radius sphere. All
Additionally, while you mantain concentration, you creatures standing on the area must make a Dexterity
can use your bonus action to order the spirit to attack saving throw. On a failed save, they take 12d6 cold
the cursed creatures inside the field. Those creatures damage and become frozen for up to 1 minute. On a
must make a Dexterity saving throw. On a failed save, success, they only take half the damage rolled. The
they take 5d6 cold damage and become frozen until the moon explodes immediately if it doesn’t reach it’s target
end of your next turn. On a success, they only take half after 1 minute passes (10 rounds).
the damage rolled. At Higher Levels. When you cast this spell using a
The spirit returns to the talisman when the spell ends, spell slot of 6th level or higher, the damage increases by
removing the curse on all creatures. 1d6 for each slot level above 5th.

BREAK THE ICE 5


6th Level Spells
Cryo Stasis
6th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: S, V, M (a saphire worth at least 500 gp)
Duration: Concentration, up to 1 hour
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You select a large or smaller creature within range and
use them as a vessel to form an ice pillar around them.
The target must make a Strength saving throw. On a
failed check, they become trapped inside a 10-foot high
ice pillar, with a 5-foot radius base. A huge or bigger
creature automatically succeeds the saving throw.
A target that succeeds the saving throw must
additionally make a Dexterity saving throw. On a failed
save, they take 4d6 cold damage and become frozen for
up to 1 minute. On a success, they only take half the
damage rolled. Regardless of the save, they are pushed
away from the pillar. All creatures that stand within 5
feet from the target when the spell is cast must also
make the Dexterity saving throw.
A creature trapped inside ice is incapacitated and
can’t move or speak, but they are aware of their
surroundings. They cannot take damage until the ice
pillar covering them dissapears. If they must make a
death saving throw, they automatically fail it. At the end
of their turns, they can make a Strength saving throw, if
they succeed it, they break free and are pushed away
from the pillar.
The pillar has HP equal to 10 × the slot level used
and an AC equal to your DC. The pillar dissapears after
it reaches 0 HP or you lose concentration.
Spear Blizzard
6th-level evocation
Casting Time: 1 action
Range: Self
Components: S, V
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Warlock, Wizard
Six spears of ice appear 30 feet above you. The spears
have an HP equal to 15 and an AC equal to your DC.
While you mantain concentration, you can use your
bonus action to make a ranged spell attack with one of
the spears to try to impale a creature within 120 feet
from you. On a hit, the target takes 4d6 cold damage
and becomes restrained until the spear reaches 0 HP. If
you lose concentration, all your spears dissapear. If you
hit a creature already impaled by another spear, the old
spear breaks and deals an additional 1d6 cold damage.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
1d6 for each slot level above 5th.

6 BREAK THE ICE


7th Level Spell 8th Level Spell
Celestial Shower Heaven-Piercing Ice Wall
7th-level conjuration, inspired by Genshin Impact 8th-level conjuration, inspired by My Hero Academia
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (80-foot cone)
Components: V, S, M (a magical orb worth at least Components: V, S
1000 gp) Duration: Instantaneous
Duration: 1 minute Classes: Cleric, Druid, Sorcerer, Wizard
Classes: Cleric, Druid, Sorcerer You create a massive ice ridge on a 80-foot cone from
Coalescing atmospheric frost and snow, you summon your hands. From the ground, staggered ice spikes
the Sacred Cryo Pearl that excorcises evil. You throw form, starting at 5 feet tall in front of you, and increasing
the orb up to 30 feet into the air on a point within range. it’s height by 5 feet for every 10 feet they are away from
For the duration of the spell, the orb rains down shards you. All creatures standing on the area when the spell is
of ice on a 60-foot radius around it. You can use your cast must make a Dexterity saving throw. On a failed
bonus action to target up to 3 creatures within range of save, they take 6d8 cold damage and 4d8 piercing
the orb. Those creatures must make a Dexterity saving damage and become restrained. On a success, they only
throw. On a failed save, they take 4d8 cold damage and take half the damage rolled. A creature restrained by
become frozen for up to 1 minute. On a success, they this spell can make a Strength saving throw at the end
only take half the damage rolled. The orb is intangible of their turns to attempt to break free from the ice.
for the duration of the spell and it returns to your hands The area of the spikes can be traversed, being
when it ends. considered difficult terrain. For each minute that
At Higher Levels. When you cast this spell using a passes, each spike loses 5 feet of it’s height. A spike that
spell slot of 8th level or higher, the damage increases by reaches 0 height dissapears and leaves the terrain
1d8 for each slot level above 7th. unaffected.
The caster can use it’s bonus action to melt the
spikes, decreasing the height of each spike by 10 feet.

BREAK THE ICE 7


9th Level Spell
Absolute Zero
9th-level evocation, inspired by Mushoku Tensei
Casting Time: 1 action
Range: 600 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You call forth pure cold energy to freeze a very wide
area instantly. A quick burst of frigid wind razes a 300-
foot radius sphere centered on a point within the range
of the spell. A creature that stands on the area when the
spell is cast must make a Constitution saving throw.
The effect varies by the creature size.
Large or smaller: On a failed save, they take 30d6
cold damage and become encased on a thick ice
cover that slowly freezes them. On a success, they
take half the damage rolled and become frozen for
up to 1 minute.
Huge or bigger: On a failed save, they take 30d6 cold
damage and become frozen for up to 1 minute. On a
success, they only take half the damage rolled.
A creature encased in ice by result of this spell is
incapacitated and can’t move or speak, but they are
aware of their surroundings. Whenever the ice covering
them takes damage, they also take damage. At the end
of their turns, they can make a Strength saving throw, if
they succeed it, they break free from the ice and it’s
effects. If a creature fails the saving throw three times in
a row, they become unconscious, and cannot regain
consciousness until the ice is broken.
The ice cover has HP equal to 30, and an AC equal to
your DC. The frozen layer only dissapears if the
creature breaks free or the capsule’s HP becomes 0.
The structures, ground, nature and objects that
aren’t being carried inside the area of the spell are
covered in ice and snow. The duration for the
effects on the terrain may vary according to the DM.
Hot regions should have lower durations (1 hour)
and colder regions should have higher durations (1
week, month, year or permanently).
The caster can select any number of creatures
when casting the spell. Those creatures are
immune to the effects of the spell when cast.

8 BREAK THE ICE


Optional Rules Additional Content
Hydro Freeze
Check out my other free homebrew!
inspired by Genshin Impact
When a wet creature recieves damage from a spell that
deals cold damage, they must make a Strength saving
throw against the caster’s DC. On a failed save, they
become frozen until the start of the caster’s next turn.
Additionally, when a spell that deals cold damage
reaches a surface of water, the following can happen:
If the spell is a projectile that targets only one
creature, such as Icicle Break, it explodes when it
hits the water freezing a 5-foot radius circle on the
surface of the water, with 10-foot long spikes
growing underneath. If you cast the spell
underwater, the spell becomes a 15-foot cone of ice
spikes.
If the spell targets an area, such as Icicle Field, it
stops when it hits the surface of the water and
creates spikes of ice for double the area underneath
the water. All creatures on the area must make a
Dexterity saving throw. On a sucess, they are
affected by all the effects of the spell. On a failed
save, they take half the damage. If the spell targets a
point underwater, it becomes a sphere of ice spikes.
If you conjure a structure of ice on a point, such as
Ice Pillar, and use it underwater, it becomes a
sphere of ice spikes with a radius equal to the spell’s
highest dimension.
Creatures within range of the spikes must make a
Dexterity saving throw. On a success, they are affected
by all the effects of the spell. On a failed save, they take
half the damage.
Melt
inspired by Genshin Impact
When you deal fire damage to a frozen creature, the
condition immediately ends and the creature takes an
additional 2d6 of fire damage. Another way to end the
frozen condition early can be to use your action to melt
the ice with a sufficient fire source (up to the DM’s
discretion).
Ice structures naturally formed or created by spells
are vulnerable to fire damage.

BREAK THE ICE 9

You might also like