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Earth, Storm, and Fire: A guide to elements
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<blockquote data-quote="Gavin O." data-source="post: 7514591" data-attributes="member: 6941440"><p><strong>Cold</strong></p><p></p><p><strong>Cantrip</strong></p><p><span style="color: #0000ff"><strong>Frostbite </strong></span>(Druid, Sorcerer, Warlock, Wizard) The damage is weak, but imposing disadvantage on the target's next attack is strong, especially early when your opponents only have one attack. </p><p><span style="color: #0000ff"><strong>Ray of Frost</strong></span> (Sorcerer, Wizard) More damage than Frostbite, and slowing the target's movement by 10 feet could mean the difference between them reaching melee range and not. </p><p></p><p><strong>level 1</strong></p><p><span style="color: #0000ff"><strong>Armor of Agathys </strong></span>(Conquest Paladin, Warlock) No concentration, lasts an hour, gives you a solid HP buffer at low levels and punishes things that hit you. Scales decently</p><p><span style="color: #800080"><strong>Chromatic Orb </strong></span>(Sorcerer, Wizard) 3d8 isn't great damage, and this requires a material component that costs 50 gold</p><p><span style="color: #0000cd"><strong>Ice Knife</strong></span> (Druid, Sorcerer, Wizard) Does respectable damage to the primary target, plus a small AOE. If the target is very low on HP, this offers two chances to hit them and finish them off. Shame it doesn't scale well. </p><p></p><p><strong>Level 2</strong></p><p><strong><span style="color: #800080">Dragon's </span><span style="color: #00ffff">Breath</span></strong> If you need to cast this on someone who can already attack, it's mediocre, but if you have someone who can't normally deal damage (like a familiar) it's great. </p><p><span style="color: #ff0000"><strong>Snilloc's Snowball Swarm</strong></span> (Sorcerer, Wizard) Good range but terrible area of effect and bad damage with bad scaling. Pass. </p><p></p><p><strong>Level 3</strong></p><p><strong><span style="color: #0000ff">Elemental Weapon </span></strong><span style="color: #000000">(Paladin, Hexblade Warlock) Give someone's weapon (preferably someone who can make multiple attacks per round) +1 to hit and +1d4 cold damage, and lasts an hour. Strong.</span></p><p><strong>Glyph of Warding </strong>(Bard, Cleric, Wizard) For 200 gold, you can make a glyph of whatever spell you want and throw the object onto the ground to detonate it. Use as you see fit. </p><p><span style="color: #0000ff"><strong>Hunger of Hadar</strong></span> (Warlock) If you can keep your enemies stuck in the area, this will outdamage a Fireball in two rounds, plus it blinds anything inside it and creates difficult terrain. Unfortunately, this spell doesn't scale at all. </p><p></p><p><strong>Level 4</strong></p><p><span style="color: #ff0000"><span style="font-family: 'Verdana'"><strong>Elemental Bane </strong></span></span><span style="color: #000000"><span style="font-family: 'Verdana'">(Druid, Warlock, Wizard) </span></span><span style="color: #333333"><span style="font-family: 'Verdana'">Gives the target a save, and if they fail they take 2d6 more cold damage (once per turn) for a minute and lose their cold resistance, and it uses your concentration. That’s not good enough to justify a fourth level spell slot.</span></span></p><p><span style="color: #800080"><span style="font-family: 'Verdana'"><strong>Fire Shield</strong></span></span><span style="color: #333333"><span style="font-family: 'Verdana'"> (</span></span><span style="color: #333333"><span style="font-family: 'Verdana'">Wizard) No concentration, lasts 10 minutes, deals 2d8 cold damage to anything that hits you, and grants you fire resistance. It's okay. </span></span></p><p><span style="color: #000000"><strong>Ice Storm </strong></span>(Tempest Cleric, Druid, Ancients Paladin, Sorcerer, Wizard) Less damage than a level 3 fireball but better range, and a bit of difficult terrain. It scales better than Fireball but it won't ever catch up to the former's damage. It's still serviceable.</p><p></p><p><strong>Level 5</strong></p><p><span style="color: #00ffff"><strong>Cone of Cold</strong></span> (Arctic Land Druid, Sorcerer, Hexblade Warlock, Wizard) Massive 60-foot cone with good damage and decent scaling. This outdamages a fireball upcast to level 5 and will only get better thanks to higher scaling. </p><p></p><p><strong>Level 6</strong></p><p><span style="color: #800080"><strong>Freezing Sphere</strong></span> (Wizard) 10d6 cold damage is awful at this level, but this spell has a MASSIVE 60-foot radius area of effect. Maybe in a battle against a huge horde of weak baddies this could see use, but you'd probably be better off casting a Cone of Cold</p><p><span style="color: #000000"><span style="font-family: 'Verdana'"><strong>Investiture of Ice</strong></span></span><span style="color: #333333"><span style="font-family: 'Verdana'"> (Druid, Sorcerer, Warlock, Wizard) Cold Immunity, Fire resistance, an area of difficult terrain that moves with you, and you can use your action to shoot off a 15-foot cone that does decent (14) damage and halves speed. It's decent. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span><span style="color: #ff0000"><span style="font-family: 'Verdana'"><strong>Wall of Ice</strong></span></span><span style="color: #333333"><span style="font-family: 'Verdana'"> (Wizard) 10d6 cold damage is still awful at this level, and basically any creature can deal 30 damage to an AC 12 target in one turn in order to breach the wall. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>Level 7</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"><strong></strong>(Nothing)</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>Level 8</strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span><strong>Illusory Dragon </strong>(Wizard) 7d6 damage isn't great, but a 60-foot cone is good, it only takes your bonus action to use, and it's repeatable. Plus the dragon can block paths for you. It takes a creature's whole action to try and determine that the dragon isn't real, many creatures have poor Investigation, plus it's a check and not a save so legendary resistance doesn't help. </p><p></p><p><strong>Level 9</strong></p><p><span style="color: #00ffff"><span style="font-family: 'Verdana'"><strong>Prismatic Wall</strong></span></span><span style="color: #333333"><span style="font-family: 'Verdana'"> (Wizard) Deals extremely high damage (though only 10d6 cold) plus it applies two conditions to creatures that try to walk through it. Doesn't require concentration, and your allies can pass through it at will. Phenomenal.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span><span style="color: #ff0000"><span style="font-family: 'Verdana'"><strong>Storm of Vengeance</strong></span></span><span style="color: #333333"><span style="font-family: 'Verdana'"> (Druid) It's real bad. The first round it does 3d6 damage. 3d6. For a 9-th level spell. The best effect (six lightning bolts) doesn't even deal cold damage.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span></p><p> <span style="color: #333333"><span style="font-family: 'Verdana'"></span></span><strong>Feats</strong></p><p><strong></strong></p><p><strong><span style="color: #800080"><span style="font-family: 'Verdana'">Elemental Adept</span></span> </strong>Treating any roll of 1 as a 2 increases the average damage of a d6 from 3.5 to 3.66, which is not a very substantial increase, so the effectiveness of this spell largely depends on how much you need the ability to overcome cold resistance. I definitely wouldn't take this before getting my casting stat to 20. <strong></strong></p><p><strong></strong></p><p><strong><span style="font-family: 'Verdana'"><span style="color: #333333">Level Dips</span></span></strong></p><p><strong><span style="font-family: 'Verdana'"><span style="color: #333333"></span></span></strong><span style="color: #0000ff"><span style="font-family: 'Verdana'"><strong>Shadow Sorcerer 3</strong></span></span><span style="font-family: 'Verdana'"><span style="color: #333333"> Get you the cold cantrips, metamagic, Ice Knife, and Dragon's Breath</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #333333"></span></span><span style="color: #0000ff"><span style="font-family: 'Verdana'"><strong>Wizard 3</strong></span></span><span style="font-family: 'Verdana'"><span style="color: #333333"> Gets you the cold cantrips, Ice Knife, Find Familiar, and Dragon's Breath (all based on Int instead of Cha)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #333333"><strong>Ice Dragon Sorcerer 6</strong> +Cha to damage with all of your cold spells, free armor, and some more spell slots. Shame there isn't a good level 3 or 4 cold spell</span></span></p></blockquote><p></p>
[QUOTE="Gavin O., post: 7514591, member: 6941440"] [B]Cold[/B] [B]Cantrip[/B] [COLOR=#0000ff][B]Frostbite [/B][/COLOR](Druid, Sorcerer, Warlock, Wizard) The damage is weak, but imposing disadvantage on the target's next attack is strong, especially early when your opponents only have one attack. [COLOR=#0000ff][B]Ray of Frost[/B][/COLOR] (Sorcerer, Wizard) More damage than Frostbite, and slowing the target's movement by 10 feet could mean the difference between them reaching melee range and not. [B]level 1[/B] [COLOR=#0000ff][B]Armor of Agathys [/B][/COLOR](Conquest Paladin, Warlock) No concentration, lasts an hour, gives you a solid HP buffer at low levels and punishes things that hit you. Scales decently [COLOR=#800080][B]Chromatic Orb [/B][/COLOR](Sorcerer, Wizard) 3d8 isn't great damage, and this requires a material component that costs 50 gold [COLOR=#0000cd][B]Ice Knife[/B][/COLOR] (Druid, Sorcerer, Wizard) Does respectable damage to the primary target, plus a small AOE. If the target is very low on HP, this offers two chances to hit them and finish them off. Shame it doesn't scale well. [B]Level 2 [COLOR=#800080]Dragon's [/COLOR][COLOR=#00ffff]Breath[/COLOR][/B] If you need to cast this on someone who can already attack, it's mediocre, but if you have someone who can't normally deal damage (like a familiar) it's great. [COLOR=#ff0000][B]Snilloc's Snowball Swarm[/B][/COLOR] (Sorcerer, Wizard) Good range but terrible area of effect and bad damage with bad scaling. Pass. [B]Level 3[/B] [B][COLOR=#0000ff]Elemental Weapon [/COLOR][/B][COLOR=#000000](Paladin, Hexblade Warlock) Give someone's weapon (preferably someone who can make multiple attacks per round) +1 to hit and +1d4 cold damage, and lasts an hour. Strong.[/COLOR] [B]Glyph of Warding [/B](Bard, Cleric, Wizard) For 200 gold, you can make a glyph of whatever spell you want and throw the object onto the ground to detonate it. Use as you see fit. [COLOR=#0000ff][B]Hunger of Hadar[/B][/COLOR] (Warlock) If you can keep your enemies stuck in the area, this will outdamage a Fireball in two rounds, plus it blinds anything inside it and creates difficult terrain. Unfortunately, this spell doesn't scale at all. [B]Level 4[/B] [COLOR=#ff0000][FONT=Verdana][B]Elemental Bane [/B][/FONT][/COLOR][COLOR=#000000][FONT=Verdana](Druid, Warlock, Wizard) [/FONT][/COLOR][COLOR=#333333][FONT=Verdana]Gives the target a save, and if they fail they take 2d6 more cold damage (once per turn) for a minute and lose their cold resistance, and it uses your concentration. That’s not good enough to justify a fourth level spell slot.[/FONT][/COLOR] [COLOR=#800080][FONT=Verdana][B]Fire Shield[/B][/FONT][/COLOR][COLOR=#333333][FONT=Verdana] ([/FONT][/COLOR][COLOR=#333333][FONT=Verdana]Wizard) No concentration, lasts 10 minutes, deals 2d8 cold damage to anything that hits you, and grants you fire resistance. It's okay. [/FONT][/COLOR] [COLOR=#000000][B]Ice Storm [/B][/COLOR](Tempest Cleric, Druid, Ancients Paladin, Sorcerer, Wizard) Less damage than a level 3 fireball but better range, and a bit of difficult terrain. It scales better than Fireball but it won't ever catch up to the former's damage. It's still serviceable. [B]Level 5[/B] [COLOR=#00ffff][B]Cone of Cold[/B][/COLOR] (Arctic Land Druid, Sorcerer, Hexblade Warlock, Wizard) Massive 60-foot cone with good damage and decent scaling. This outdamages a fireball upcast to level 5 and will only get better thanks to higher scaling. [B]Level 6[/B] [COLOR=#800080][B]Freezing Sphere[/B][/COLOR] (Wizard) 10d6 cold damage is awful at this level, but this spell has a MASSIVE 60-foot radius area of effect. Maybe in a battle against a huge horde of weak baddies this could see use, but you'd probably be better off casting a Cone of Cold [COLOR=#000000][FONT=Verdana][B]Investiture of Ice[/B][/FONT][/COLOR][COLOR=#333333][FONT=Verdana] (Druid, Sorcerer, Warlock, Wizard) Cold Immunity, Fire resistance, an area of difficult terrain that moves with you, and you can use your action to shoot off a 15-foot cone that does decent (14) damage and halves speed. It's decent. [/FONT][/COLOR][COLOR=#ff0000][FONT=Verdana][B]Wall of Ice[/B][/FONT][/COLOR][COLOR=#333333][FONT=Verdana] (Wizard) 10d6 cold damage is still awful at this level, and basically any creature can deal 30 damage to an AC 12 target in one turn in order to breach the wall. [B]Level 7 [/B](Nothing) [B]Level 8[/B] [/FONT][/COLOR][B]Illusory Dragon [/B](Wizard) 7d6 damage isn't great, but a 60-foot cone is good, it only takes your bonus action to use, and it's repeatable. Plus the dragon can block paths for you. It takes a creature's whole action to try and determine that the dragon isn't real, many creatures have poor Investigation, plus it's a check and not a save so legendary resistance doesn't help. [B]Level 9[/B] [COLOR=#00ffff][FONT=Verdana][B]Prismatic Wall[/B][/FONT][/COLOR][COLOR=#333333][FONT=Verdana] (Wizard) Deals extremely high damage (though only 10d6 cold) plus it applies two conditions to creatures that try to walk through it. Doesn't require concentration, and your allies can pass through it at will. Phenomenal. [/FONT][/COLOR][COLOR=#ff0000][FONT=Verdana][B]Storm of Vengeance[/B][/FONT][/COLOR][COLOR=#333333][FONT=Verdana] (Druid) It's real bad. The first round it does 3d6 damage. 3d6. For a 9-th level spell. The best effect (six lightning bolts) doesn't even deal cold damage. [/FONT][/COLOR][B]Feats [COLOR=#800080][FONT=Verdana]Elemental Adept[/FONT][/COLOR][FONT=Verdana][COLOR=#333333] [/COLOR][/FONT][/B]Treating any roll of 1 as a 2 increases the average damage of a d6 from 3.5 to 3.66, which is not a very substantial increase, so the effectiveness of this spell largely depends on how much you need the ability to overcome cold resistance. I definitely wouldn't take this before getting my casting stat to 20. [B] [FONT=Verdana][COLOR=#333333]Level Dips [/COLOR][/FONT][/B][COLOR=#0000ff][FONT=Verdana][B]Shadow Sorcerer 3[/B][/FONT][/COLOR][FONT=Verdana][COLOR=#333333] Get you the cold cantrips, metamagic, Ice Knife, and Dragon's Breath [/COLOR][/FONT][COLOR=#0000ff][FONT=Verdana][B]Wizard 3[/B][/FONT][/COLOR][FONT=Verdana][COLOR=#333333] Gets you the cold cantrips, Ice Knife, Find Familiar, and Dragon's Breath (all based on Int instead of Cha) [B]Ice Dragon Sorcerer 6[/B] +Cha to damage with all of your cold spells, free armor, and some more spell slots. Shame there isn't a good level 3 or 4 cold spell[/COLOR][/FONT] [/QUOTE]
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