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Returning 35 results for 'cast frigid'.
Magic Items
Bigby Presents: Glory of the Giants
This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.
While wearing this cloak, you have
cast the sleet storm spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn’t difficult terrain for you, and you can see through the storm, ignoring the
Magic Items
The Book of Many Things
speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.
Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid
can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage.
Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16).
The crown regains 1d6 expended charges daily at dawn.
Monsters
Mythic Odysseys of Theros
","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost (see “Actions” below)
2/day
attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Frigid Shield","rollDamageType
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid
Magic Items
Storm King's Thunder
.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you
property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Banishing Rebuke
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An adult crystal dragon convinces a druid to cast the awaken spell on creatures around the
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
Wall of Ice
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw
. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the
Winter Eladrin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of
","rollAction":"Frigid Rebuke","rollDamageType":"cold"} cold damage.Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Otiluke's Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a
failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a
failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a
10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area. Frigid Water A creature can be immersed in frigid water for a number of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ice Mephit Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty. Ice Mephit
Small elemental, neutral evil
Armor Class 11
Hit Points
can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otiluke’s Freezing Sphere 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from
. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
following properties, which work only while it’s on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once
to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest. Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Angajuk’s Bell Swimming in the frigid waters is the legendary Angajuk, an old awakened sperm whale with a boat on its back. Most sperm whales live to be seventy years old, but Angajuk has been plying
source of ambergris, which is a valuable commodity. Angajuk was once the companion of a druid named Anga, who cast an awaken spell on Angajuk to give the whale sentience and intelligence. Not much is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. All creatures aboard the train feel a sense of inner peace. No creature aboard the train can make an attack or cast a spell that deals damage. 3 Mount Celestia. Good-aligned creatures aboard the train
through a frigid gorge filled with whirlwinds of ice needles. Any creature outside the train takes 5 (2d4) cold damage plus 5 (2d4) piercing damage at the start of each of its turns. Modrons that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1
used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Reactions
Frigid Rebuke. When the eladrin takes damage from a creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Welcome to the Far North North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently
. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens. Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the docks (near area 3), which is 10 feet high.
Cold Weather. The temperature throughout Svardborg is well below 0 degrees Fahrenheit. The rules for extreme cold and frigid water apply (see the
unlatched, a creature must use an action to push or pull on the heavy door, opening it with a successful DC 13 Strength (Athletics) check.
Illumination. Continual flame spells cast on torch sconces cast
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the
spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost (see “Actions” below)
2/day: cone of cold
1/day each: fog cloud, gust of wind
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
which snow has accumulated.
Unless she has left the fortress to cast her nightly spell over Icewind Dale, the Frostmaiden lurks here in her first form, living in fear that her divine enemies will find
midnight, the roc takes to the sky with the Frostmaiden on its back and doesn’t return to the fortress until a few hours before sunrise. Without the roc to carry her around Icewind Dale, Auril can’t cast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from it can plumb the plane’s frigid depths for ancient secrets. Risia Manifest Zone Features d4 Feature 1 Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast
. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
: 11 (2d10) fire damage.
Staff of Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges
and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
above. These draconic creatures have adapted well to the frigid environment, with white scales and Resistance to Cold damage. When the characters arrive, 1d3 of the wyverns are out hunting. Those that
waterfalls. Icy fog fills the cavern. The cave and the passageway are both Heavily Obscured by frigid fog. A strong wind (like that created by Gust of Wind) disperses the fog, but it returns after 1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are full of loot waiting to be claimed. The last ship to visit the island crashed off the coast of the island’s northwest arm. One survivor managed to pull herself out of the frigid water and climb to
shown on map 5.1. Characters who can withstand the frigid water might want to explore these sunken wrecks. For each site searched, roll a d20 and consult the Shipwreck Discoveries table to determine
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
there. In addition, if water can pass through a space, the serpent can do so without squeezing.
Olhydra’s Armor (Human Form Only). The fathomer can cast mage armor at will, without expending material
powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wolves from Loch Wynnis. Each wolf can cast see invisibility on itself once per day, enabling it to see the invisible watermarks on the guests’ invitations as well as detect invisible party-crashers. The
wide, 5 feet deep, and filled with frigid water. When a creature other than Zorhanna enters the water for the first time on a turn or starts its turn there, it must make a DC 17 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wind, choking smoke, and pyroclastic ash. Within the fire-filled caldera of Phlegethos’s largest volcano rises Abriymoch, a fortress city cast of obsidian and dark glass. With rivers of molten lava
demeanor. He trades in souls, as do other archdevils, but he rarely gives his time to any creatures not worthy of his personal attention. His instincts are as razor sharp as Cania’s frigid winds, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
circle falls within an antimagic field, or if dispel magic (DC 17) is successfully cast on it. E7. Manshoon’s Simulacrum This room is extremely cold and contains the following features: Frigid air blows
the brazier. The brazier casts a fireball spell (save DC 15) centered on itself whenever a creature in the room speaks the words “green flame” aloud. Once the brazier has cast this spell, it can’t do so






