Mind the Gap: Cold and Prismatic Spells

by TheCunningDM

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Alatar's Lost Grimoire: Cold and Prismatic Spells

Alatar's Resistance

Source: Player's Handbook '24 modified
Abjuration Cantrip (Cleric, Druid)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. The dice increase by one at 5th (2d4), 11th (3d4) and 17th (4d4). A creature can benefit from this spell only once per turn.

Wild Wood Shillelagh

Transmutation Cantrip (Druid)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (mistletoe)
Duration: 1 minute

An item made of wood that you are holding is imbued with nature’s power. It gains the features of a Club or Quarterstaff made of Adamantine. For the duration, as an action you can attack with the item. Make a melee spell attack roll. The weapon’s damage die becomes a d8 and adds your casting modifier to the damage. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the item.

Cantrip Upgrade. The attack deals extra damage when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Alatar’s Black Ice

Level 1 Conjuration (Druid, Sorcerer, Wizard)
Casting Time: 1 Action
Range: Self (15 foot square)
Components: V, S
Duration: Concentration, 1 Minute

Your finger glows with a cold blue-white light, and as you touch the ground a thin sheet of ice expands out from you covering the ground in a 15 foot cube. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If you touch a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 3 inches over the area. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. One creature at a time can walk on the ice, but if it’s not attached to a solid surface it can easily flip them into the water.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area increases by 5 feet for each slot level above 1st.

Alatar’s Frigid Breath

Level 1 Evocation (Druid, Sorcerer, Wizard)
Casting Time: 1 Action
Range: Self (15 foot cone)
Components: V, S
Duration: Instantaneous

You breathe out a cone of freezing arctic cold in a 15-foot cone in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Alatar’s Arctic Gust

Level 2 Evocation (Druid, Sorcerer, Wizard)
Casting Time: 1 Action
Range: Self (15 foot cone)
Components: V, S
Duration: Instantaneous

A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save it takes half as much damage and doesn’t have disadvantage on it’s next attack.

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 level above 1st.

Alatar's Lesser Prismatic Ray

Level 2 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V,S
Duration: Instantaneous

You fire a ray of changing colors at a creature within range, making a ranged spell attack against them. Roll a 1d8 to determine which color ray affects it, consulting the Prismatic Ray Table. On a critical hit you don't do more damage, but you choose which option from the Ray table.

Prismatic Rays 1. Red. 6d6 Fire damage.
2. Orange. 6d6 Acid damage.
3. Yellow. 6d6 Lightning damage.
4. Green. 6d6 Poison damage.
5. Blue. 6d6 Cold damage.
6. Indigo. The target has the Restrained condition until the end of it's next turn.
7. Violet. The target has the Blinded condition until the end of it's next turn.
8. Special. The target is struck by two colors. Roll twice, rerolling any 8.

Alatar’s Ray of Befuddlement

Level 2 Necromancy (Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

A beam of devitalizing energy shoots from you toward a creature within range. Make a ranged spell attack, on a hit, the target takes 2d10 necrotic damage and has Disadvantage on Charisma, Wisdom, and Intelligence-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its magic action damage rolls. The target makes a Constitution saving throw at the end of each of its turns, ending the spell on a success.
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 level above 1st.

Alatar’s Ray of Enfeeblement

Source: Player's Handbook.24+
Level 2 Necromancy (Warlock, Wizard)
Casting Time:
Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. Make a ranged spell attack, on a hit, the target takes 2d10 necrotic damage and has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its weapon and unarmed damage rolls. The target makes a Constitution saving throw at the end of each of its turns, ending the spell on a success.
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 level above 1st.

Alatar’s Hailstone Barrage

Level 3 Conjuration (Sorcerer, Wizard)
Casting Time: 1 action
Range: Self (50-foot line)
Components: V, S
Duration: Instantaneous

You create a barrage of hail that shoots forward in a 50 foot long and 10 foot wide line. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 2d8 cold damage on a failed save. The target takes only the 2d8 cold damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you add 1d8 to both damage types. When you cast this spell using a spell slot of 7th- or 8th level spell slot it increases

Alatar's Prismatic Ray

Level 5 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V,S
Duration: Instantaneous

You fire a ray of changing colors at a creature within range, making a ranged spell attack against them. Roll a 1d8 to determine which color ray affects it, consulting the Prismatic Ray Table. On a critical hit you don't do more damage, but you choose which option from the Ray table.

Prismatic Rays
1. Red. 10d10 Fire damage.
2. Orange. 10d10 Acid damage.
3. Yellow. 10d10 Lightning damage.
4. Green. 10d10 Poison damage.
5. Blue. 10d10 Cold damage.
6. Indigo. The target has the Restrained condition and makes a Constitution saving throw at the end of each of it's turns. If it successfully saves three times, the condition ends.
7. Violet. The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends and the creature teleports to another plane of existence. At the end of the creature's turn the creature rolls a 1d6, returning on a 1-2.
8. Special. The target is struck by two colors. Roll twice, rerolling any 8.

 

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