Drain Warmth
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a fistful of slush)
- Duration: Concentration, up to 1 minute
One creature that you can see within range experiences a drop in temperature and must make a Constitution saving throw. A creature with resistance or immunity to cold damage automatically succeeds. On a failed save, the creature wraps its arms around itself and shivers, dropping anything in its hands. Until the spell ends, its chattering teeth prevent it from speaking and its speed is halved. At the end of each of its turns, the target must repeat the saving throw, dropping anything it is holding on a failed save. On a successful save, the spell ends.
Frozen Flesh
4th-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
Impossible cold oozes from your fingertips, turning the flesh of a creature you touch frozen and brittle. Make a melee spell attack against the target. On a hit, the target takes 2d10 cold damage. Until the spell ends, the target's body remains fragile, making it vulnerable to bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Gleaming Drifts
3rd-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a pinch of white powder)
- Duration: Concentration, up to 10 minutes
Until the spell ends, drifts of bright, powdery snow accumulate in a 50-foot radius centered on a point within range. The ground in the area is difficult terrain, and when a creature enters the spell's area for the first time or starts its turn there, it must make a Constitution saving throw. On a failed save, the target is blinded until the start of its next turn.
Polished Path
2nd-level evocation
- Casting Time: 1 reaction, which you take when a creature you can see within range moves more than 5 feet.
- Range: 30 feet.
- Components: V, S
- Duration: Instantaneous
A path of slippery ice freezes on the ground beneath the target's feet in a line 30 feet long and 5 feet wide pointed in the direction the target moved. If the target is a Medium or smaller creature, it must make a Dexterity saving throw. Flying creatures automatically succeed on this save. On a failed save, the target loses its footing and slides to the far end of the path, expending 1 foot of movement for every foot it moves.
The target slides to the end of the line regardless of how much movement it has remaining. This movement doesn't trigger opportunity attacks.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can target a Large creature, and the path is 10 feet wide. At 5th level or higher, you can target a Huge creature, and the path is 15 feet wide. At 7th level or higher, you can target a creature of any size, and the path is as wide as necessary.
Bard Spells
3rd Level
Drain Warmth
Druid Spells
2nd Level
Polished Path
3rd Level
Drain Warmth
Gleaming Drifts
4th Level
Frozen Flesh
Ranger Spells
4th Level
Frozen Flesh
Sorcerer Spells
2nd Level
Polished Path
3rd Level
Drain Warmth
Gleaming Drifts
4th Level
Frozen Flesh
Wizard Spells
2nd Level
Polished Path Gleaming Drifts
3rd Level
Drain Warmth
4th Level
Frozen Flesh
WoTC - Primordial Sorcerer, Mike Nash Illustration
Opale, Balazs Pataki