Frostfell Spells and Magic

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Seethyr
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Frostfell Spells and Magic

Post by Seethyr »

Trying out some homebrew spells for my glacier setting. Almost every one is a 5e update to the spells listed in Frostburn. I will lead with the Feat I will require my players to take to add these spells to their list.

New Feat: Frostfell Magic Adept
Prerequisite: The ability to cast at least one spell

When you gain this feat, you add all *frostfell magic* spells to your spell list. In addition, if you must learn spells, you can choose one of the frostfell magic spells as a spell you know without it counting against your total.

Finally, spells you cast ignore resistance to cold damage.

Special Note:

As DM, you should decide if any of the Frostfell Magic spells are restricted from certain classes.

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Blue ice is also a material component in a number of these spells, here is its description...

Blue Ice

Blue ice is a dark blue and opaque ice that runs in veins through the depths of glacier and in frozen mountains in a similar manner to gold and precious metals. It sparkles with a thin layer of frost and will not melt even in warm temperatures. It requires the same amount of directly applied heat to melt that might be used to smelt iron or other metals.

Blue ice can be softened by skilled artisans and it is often forged into weapons and armor, giving such items added benefits. As an armor, it has the strength of steel but weighs only half as much as usual. It will cause 1d4 cold damage to the wearer at the start of each turn they are wearing the armor however, unless they have cold resistance or immunity.

As a weapon, each hit from a blue ice blade or bludgeoning weapon causes an additional point of cold damage and the weapon is considered magical for the purposes of overcoming resistance or immunity.

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Frostfell Spells

Arctic Haze
3rd-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create a 30 foot radius sphere of fog consisting of thousands of tiny ice shards centered on a point you choose within range. The area is considered heavily obscured and temperatures drop dramatically causing 2d6 cold damage each turn a creature ends their turn within the sphere.

In addition, creatures within the area take 1d6 piercing damage for every ten feet of movement through the affected area from hundreds of tiny cuts.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by ten feet for every level above 3rd.


Aura of Cold
1st-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (a sphere of blue ice)
Duration: Concentration, up to 10 minutes

A thin layer of frost covers your body which emanates cold within a 10 radius which moves with you. Creatures within this area suffer 1d6 cold damage at the start of their turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for every level above 1st.


Binding Snow
1st-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of snow or ice)
Duration: 1 minutes

Snow arises from the ground in a 10 foot square centered on a point within range which you choose and it quickly freezes solid into ice. For the duration of the spell the area becomes difficult terrain for the duration.

When the snow appears, each creature standing in its area must succeed on a Dexterity saving throw or become restrained for their turn. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or become restrained.

Blizzard
6th-level transmutation

Casting Time: 1 action
Range: 240 feet
Components: V, S, M (a diamond worth at least 100 gp which is not consumed)
Duration: Concentration, up to 10 minutes

You summon a blizzard which appears instantaneously at a point within range and has a 120 foot radius. This type of blizzard and its conditions are described on page 10.


Bone Chill
2nd-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of bone and a cube of ice)
Duration: Instantaneous

A ray of burning frost erupts from your fingertips and streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 3d6 cold damage and if it has a bone skeletal structure (including chitin), it must make a Constitution saving throw or become paralyzed until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d6 for every level above 2nd and the paralyzation lasts an additional one of your turns.


Boreal Wind
6th-level evocation

Casting Time: 1 action
Range: Self (100-foot cone)
Components: V, S
Duration: Concentration, up to 1 minute

A strong blast of arctic air originates from your position and blasts from you in a direction you choose for the spell’s duration. The boreal wind disperses gas or vapor, and it extinguishes candles, torches, and even protected flames like lanterns to extinguish.

Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you and any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

In addition, a creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one at the beginning of each of its turns that it starts in the area of effect. A creature killed by this spell becomes a frozen statue until it thaws.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.


Brumal Stiffening
2nd-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a cube of blue ice)
Duration: 1 minute

You target a weapon within range. The weaponn becomes frail and brittle from an intensely cold stiffening and becomes covered in a layer of frost. For the duration of the spell, each time the weapon strikes a target, the wielder must make a successful Dexterity save against your spell DC or the weapon shatters after causing normal damage.

Magic weapons which are uncommon or rare allow the wielder to make this save with advantage, and very rare or legendary weapons are immune. Frost brand and flame tongue weapons are also immune.

Call Avalanche
3rd-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

When this spell is cast on a location within range, an avalanche of ice and snow falls with a 15 foot radius. All creatures in the area suffer 1d8 bludgeoning and 1d8 cold damage and must make a Dexterity (Acrobatics) save or get stuck under the snow. If the creature is buried, it begins to suffocate and must make a successful Strength (Athletics) check against your spell DC to escape.

At Higher Levels. When you cast this spell using spell slots of higher level the radius by 5 feet for every two levels above 3rd. This means the radius is 20 feet as a 5th level spell, 25 feet as a 7th level spell and 30 feet as a 9th level spell. In addition, the damage die increases for every two levels above 3rd. At 5th level the bludgeoning and cold damage uses 1d10, at 7th level the damage is 1d12 each and at level 9 it is 1d20 each.


Column of Ice
3rd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 24 hours (see below)

A column of ice 10 feet wide and 50 feet tall springs up from the ground at a point which you select within range. Creatures in the area must make a Dexterity saving throw to get out of the column's way or they are raised into the air as the pillar grows beneath them and they fall prone. If there is a ceiling lower than the column's maximum height, creatures on the column are also crushed, suffering 4d6 bludgeoning damage.

The column of ice lasts 24 hours before it melts, but it will remain permanently in temperatures below freezing. In high temperatures, the column will melt faster at the DM's discretion.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the height of the column increases by 10 feet for every level above 3rd.


Cometstrike
9th-level conjuration

Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous

An icy comet hurtles from the sky or the space above a location you designate within range. Each creature in a 40-foot-radius sphere centered on the location must make a Dexterity saving throw.

A creature takes 20d6 cold damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Structures that are hit by a cometstrike take twice as much damage, and for 1 hour following the cometstrike the area is considered heavily obscured as dust and debris fill the air (or cloud water).
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pawsplay
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Re: Frostfell Spells and Magic

Post by pawsplay »

Well, the Feat benefits don't mesh well with Elemental Adept, although that may be okay.

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