A ten-inch long spike of solid ice forms within your grasp. As part of the action to cast this spell, you can choose to make a melee spell attack against a target creature within range. On a hit, the ice spike deals 1d4 piercing damage + 1d8 cold damage to the target.
This spell’s damage increases by 1d4 piercing damage + 1d8 cold damage when you reach 5th level (2d4 + 2d8), 11th level (3d4 + 3d8), and 17th level (4d4 + 4d8) .
You send a bone chilling blast of freezing energy at one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target also continues to freeze and has it's movement reduced by half for the spell's duration. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 cold damage on a failed save, and the spell ends on a successful one. This magical hypothermia can’t be remedied by nonmagical means.
If damage from this spell kills a target, the target is turned to ice.
You draw on the warmth of another to satiate your frozen heart and regain missing hit points. Choose a creature you can see to make a Dexterity save. On a success, it takes 2d8 cold damage and the spell ends. On failure, the target takes 4d8 cold damage, and you can then use your action on your subsequent turns to automatically deal 4d8 cold damage to it. The spell ends if you use your action to do anything else, if the target is outside the spell's range, or if it has total cover from you.
Whenever the spell deals damage, you regain hit points equal to half the amount of the damage taken.
At Higher Levels. The damage increases by 1d8 for each slot level above 5th.
Frost coalesces around one of your hands and ice spikes begin to form, encasing your entire fist in ice hard as rock. As part of the action to cast this spell, you can choose to make a melee spell attack against a target creature within range. On a hit, the ice spike deals 1d4 bludgeoning damage + 1d8 cold damage to the target.
This spell’s damage increases by 1d4 bludgeoning damage + 1d8 cold damage when you reach 5th level (2d4 + 2d8), 11th level (3d4 + 3d8), and 17th level (4d4 + 4d8) .
You harness the ice that runs in your veins, and unleash the torment of your Frozen Heart on a target other than yourself that you can touch. The target must make a Constitution saving throw. It takes 8d8 + 40 cold damage on a failed save, or half as much damage on a successful one.
When touched, the creature's skin turns black as the sky of the Negative Energy plane itself, and their body becomes rimed with white frost. A creature reduced to zero hit points by this spell feels their heart turn to ice and shatter causing immediate death, and becomes a frozen statue until it thaws. If the creature was able to resist, he or she still suffered a large amount of cold damage, and could do nothing except yell and choose which direction to fall down as their body was wracked with uncontrollable shivering, leaving them paralyzed until the start of their next turn.
As an ironic side effect, survivors of this spell were immune to further cold damage for up to two hours. Priests of Auril were partially immune to this spell, as were creatures that thrived in extreme cold such as remorhaz, winter wolves, white dragons, and denizens of the Paraelemental Plane of Ice. These creatures and individuals suffered no
damage if they resisted the spell, and minor internal bruising if they did not.
For the duration, you envelop your self with a thin ice fog sensing the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You cause moisture in the air to condense into up to 2 icy boulders within range. Each boulder is roughly cylindrical and has a diameter of 5 feet and a height of up to 10 feet. They immediately slam into the ground, each hitting a 5ft-by-5ft area.
If a boulder falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage and 2d6 bludgeoning damage, and is restrained, pinched between the boulder and the ground. On a successful save, a creature takes half as much damage and must then move 5 feet in any direction. If the creature cannot move or chooses not to, they automatically fail the save. If the creature is Large or bigger, it automatically succeeds on the save. A restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must move out from under the boulder.
Starting on your next turn, you can use your bonus action to cause one or more of the boulders to shatter. Each creature within 5 feet of the shattered boulder must make a Dexterity saving throw, taking 2d6 cold
damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the boulder when it shattered, they are no longer restrained.
If you maintain concentration on this spell for its entire duration, the boulders cannot be dispelled and are permanent until destroyed. Otherwise, they fade when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three boulders. With a spell slot of 7th level or higher, you create four boulders. With a 9th level spell slot, you create five boulders.
You release powerful chilling blast in a cone-shaped area dealing extreme cold damage to all susceptible creatures, items, and materials in its path. The cone extends outward from the caster's mouth, and each creature in the 40-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d6 cold damage, is knocked prone, and pushed back 20 feet towards the edge of the 40-foot cone. On a successful save, a creature takes half damage and is knocked prone, but is not pushed away.
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.
Frost coalesces around you, and in a flash you unleash a wave of freezing energy from your body that explodes into piercing shards of ice in a 15-foot radius. All creatures within 15 feet of you must make a Dexterity saving throw. On a failed save, each creature takes 2d6 piercing damage and 5d6 cold damage. In addition, creatures of Large size or smaller are frozen and considered paralyzed until the end of their next turn. On a successful save, the creatures take half as much damage but suffer no addtional effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both piercing damage and cold damage increase by 1d6 for each slot level above 4th.
You target an area that you can see within range, that fits within a 5-foot cube. You manipulate it in one of the following ways:
You chill and reduce the temperature within the area, freezing objects when possible (if you choose) .
You cause a layer of frost to coat the area.
You extinguish a small fire.
You freeze an area of water, provided that there are no creatures in it.
You create or manipulate ice existing in the area.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.