Water Spell Conversion This is a list of spells converted to a water or ice theme, as the regular list of spells is severely lacking in this regard. It also has one new spell, Glacier. List of spells Cantrips (0 Level) Create Ice (Create Bonfire)

Ice Bolt (Fire Bolt)

White-Ice Blade (Green-Flame Blade) 1st Level Freezing Hands (Burning Hands)

Ice Crack (Earth Tremor)

Ice Patch (Snare)

Water Shield (Shield)

Wave (Thunderwave) 2nd Level Hail Cloud (Cloud of Daggers)

Iceblock (Continual Flame)

Iceblade (Shadow Blade)

Snilloc's Freezer (Aganazzar's Scorcher)

Snilloc’s Snowball Swarm (Snilloc’s Snowball Swarm) 3rd Level Iceball (Fireball)

Ice Step (Thunder Step)

Moving Ice (Erupting Earth)

Snilloc's Hail (Melf’s Minute Meteors) 4th Level Ice Shape (Stone Shape) 5th level Glacier 7th level Delayed Blast Iceball (Delayed Blast Fireball) 8th Level Blizzard (Incendiary Cloud) 9th Level Ice Meteors (Meteor Swarm) Cantrips Conjure Ice Conjuration Cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M, S (some water)

V, M, S (some water) Duration: Concentration, up to 1 minute You create a patch of ice on ground that you can see within range. Until the spell ends, the magic ice covers a circle with a 5-foot radius. Any creature standing where the ice appears when you cast the spell must succeed on a Dexterity saving throw or fall prone. A creature must also make the saving throw when it moves onto the ice patch for the first time on a turn or ends its turn there. The ice freezes open water it is cast on, either covering it or becoming a floating sheet of ice. Ice Bolt Evocation Cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You hurl a shard of ice at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. Water, up to a 5 feet cube, hit by this spell freezes. At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). White-Ice Blade Evocation Cantrip Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a weapon)

V, M (a weapon) Duration: Instantaneous As part of the action to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a shard of ice shoots off at a different creature of your choice that you can see within 5 feet of it. The second creature takes piercing damage equal to your spellcasting modifier. This spell's damage increases when you reach higher levels. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the piercing damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. 1st level Freezing Hands 1st-level evocation Casting Time: 1 action

1 action Range: Self (15-foot cone)

Self (15-foot cone) Components: V, S

V, S Duration: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of ice shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. Open water hit by this spell, up to a 15-foot cube, freezes instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Ice Crack 1st-level evocation Casting Time: 1 action

1 action Range: Self (10-foot radius)

Self (10-foot radius) Components: V, S

V, S Duration: Instantaneous

You cause ice to crack and shatter in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. The area becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Ice Patch 1st-level abjuration Casting Time: 1 minute

1 minute Range: touch

touch Components: S, M (1 liter of water)

S, M (1 liter of water) Duration: 8 hours As you cast this spell, you use the water to create a pool with a 5-foot radius on the ground or the floor. When you finish casting, the water freezes, the ice disappears and the ice patch becomes magical. This ice patch is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The ice patch triggers as a trap when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or slip and magically fall prone. The creature is restrained on the ground until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it. Water Shield 1st-level abjuration Casting Time: Special

Special Range: Self

Self Components: V, S

V, S Duration: 1 round Reaction trigger: You are hit by an attack or targeted by the ice knife spell. An invisible barrier of water appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from ice knife, which instead freezes the barrier, ending its effect prematurely. Wave 1st-level evocation Casting Time: 1 action

1 action Range: Self (15-foot cube)

Self (15-foot cube) Components: V, S

V, S Duration: Instantaneous A wave of water sweeps out from you. Each creature in a 15-foot cube originatiing from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell erases non-magical writing or painting within a 30 feet radius. 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. 2nd level Hail Cloud 2nd-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (water or a sliver of ice)

V, S, M (water or a sliver of ice) Duration: Concentration, up to 1 minute You fill the air with spinning, razor-sharp icicles in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Iceblock 2nd-level evocation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (diamond dust worth 500gp, which the spell consumes)

V, S, M (diamond dust worth 500gp, which the spell consumes) Duration: Until dispelled An object that you touch, up to a 5-foot cube in size, freezes instantly. The effect looks like regular ice, but it radiates no cold and doesn’t melt. An iceblock can't be removed with regular heat or sunlight, only by magical fire. Iceblade 2nd-level illusion Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute You freeze together layers of water to create a sword of solid ice in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 cold damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is soaked through or frozen, you make the attack roll with advantage. If you drop the weapon or throw it, it evaporates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Snilloc's Freezing Ray 2nd-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a white dragon's scale)

V, S, M (a white dragon's scale) Duration: Instantaneous A line of freezing ice 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Snilloc’s Snowball Swarm 2nd level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S, M (a piece of ice or a small white rock chip)

V, S, M (a piece of ice or a small white rock chip) Duration: Instantaneous A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage and is knocked prone on a failed save, or half as much damage on a successful one. On a critical fail (natural 1) the target is also knocked unconscious. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. 3rd level Iceball 3rd-level evocation Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S, M (a drop of water or a tiny ball of ice)

V, S, M (a drop of water or a tiny ball of ice) Duration: Instantaneous A drop of water freezes and flies from your pointing finger to a point you choose within range and crashes open with the low cracking sound of an iceberg being born. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The ice spreads around corners. It freezes water (unless shielded by 4 inches of solid rock, ceramic or metal) in the area that isn’t being worn or carried. 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. Ice Step 3rd-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V

V Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear each creature within 10 feet of the space you left must make a Dexterity saving throw, taking 3d10 piercing damage on a failed save, or half as much damage on a successful one, as ice spikes erupt from the ground. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Moving Ice 3rd-level transmutation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a piece of marble)

V, S, M (a piece of marble) Duration: Instantaneous Choose a point you can see on the ground (must be ice or frozen) within range. The ice cracks and breaks and ice spikes erupt in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 piercing damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Snilloc's Hail 3rd-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (flour and water or ice rolled into a bead)

V, S, M (flour and water or ice rolled into a bead) Duration: Concentration, up to 10 minutes You create six massive hailstones in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the hailstones, sending them streaking toward a point or points you choose within 120 feet of you. Once a hailstone reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the point where the hailstone explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.