TEXT: Player Character Accessory PLC1
  SCHOOL OF CRYOMANCY
  For use with the Dungeons & Dragons 5th Edition
  Author: “Weird Dave” Olson
  Layout: “Weird Dave” Olson
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  Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
  Middlesex, UB11 1ET, UK.
  The wizard who learns to harness the innate power of the tundra and the 
  driving ice of the frozen north can command great respect across the 
  land. Though the chilly arcane arts are not well known in the Realms at 
  large, a small number of dedicated cryomancers are beginning to set 
  out and make it known that the effects of the coldest magic are enough 
  rival the impressive might of any fire mage. This article presents a new  
  Arcane Tradition available to wizards along with 13 new icy spells!
  
  2
  School of Cryomancy 
  Written by “Weird Dave” Olson
  In the frozen north, wizards learn to harness 
  the power of the world around them – snow, 
  frost, ice, and cold. They manipulate these 
  elements, learn to control them and bend 
  them to their wills, but in doing so many of 
  them lose touch with the world itself. The 
  more powerful cryomancers grow distant 
  and remote in their dealings with others, 
  shuttering themselves away in frozen towers 
  and keeping the years at bay through 
  constant study and focus on their art.
  The School of Cryomancy is an Arcane 
  Tradition available for wizards to select once 
  they reach 2nd level.
  The Guild of Wintercrest, located in a 
  mountainous region of the High Ice north of 
  the Anauroch, are the primary keepers and 
  teachers of cryomancy. They jealously guard 
  their icy secrets, but if a student impresses 
  them enough they may allow a prospective 
  wizard to join and learn the magic of the frost 
  and snow. More information about this guild 
  can be found in DMA1 Guild of Wintercrest.
   
  Cryomancy Savant
   
  Beginning when you select this school at 2nd 
  level, the gold and time you must spend to 
  copy a cryomancy spell into your spellbook 
  is halved. Cryomancy spells are as follows 
  (those marked with an asterisk are new in this 
  article).
  Cantrip
  Chilly Gaze*
  Ray of Frost
  1st Level
  Chromatic Orb
  Winter Spray*
  2nd Level
  Gust of Wind
  Icicle Spear*
  Zone of Arctic Cold*
  3rd Level
  Icy Gaze*
  Sleet Storm
  Snow Cone*
  4th Level
  Boreal Wind*
  Glacial Ward*
  Ice Storm
  5th Level
  Cone of Cold
  Deep Freeze*
  Impaling Icicles*
  6th Level
  Otiluke’s Freezing Sphere
  Wall of Ice
  7th Level
  Polar Ray*
  8th Level
  Avalanche*
  9th Level
  Falling Glacier*
   
  Frozen Magic
   
  Wizards who specialize in cryomancy learn to 
  weave the power of frost and cold into all of 
  their spells. Starting at 2nd level, whenever a 
  creature is affected by one of your spells, you 
  can choose to imbue the spell with a burst of 
  cold energy. In addition to other effects, the 
  creature’s speed is reduced by 10 feet until 
  the start of your next turn. Creatures immune 
  to cold are not affected by this ability.
  
  3
  Ice Skin
   
  Beginning at 6th level, you have worked 
  with cryomantic power long enough to be 
  physically affected by its numbing powers. 
  You have resistance to cold damage.
   
  Piercing Cold
   
  Starting at 10th level, you learn to tap into a 
  source of unbelievably powerful cryomantic 
  magic. When you cast a spell from the 
  Cryomancy Savant list and it deals damage, 
  targets who are immune to cold are instead 
  resistant to cold. If a target was resistant to 
  cold originally, they now suffer full damage 
  from your cold spells. All creatures are now 
  affected by your Frozen Magic ability as well.
  In addition, any damaging spell you cast 
  from the Cryomancy Savant list deals an 
  extra +1 damage per die.
   
  Cryomancy Master
   
  Beginning at 14th level, you can increase the 
  potency of your cryomancy spells. When you 
  cast a spell from the Cryomancy Savant list, 
  you can use your bonus action to impose 
  disadvantage on a single creature’s saving 
  throw that is affected by the spell. You can 
  use this ability a number of times per day 
  equal to your Intelligence modifier.
  
  4
  New Spells
  Most of these spells originated and are 
  tightly controlled by the Guild of Wintercrest, 
  though a few rogue wizards have decided 
  to share their magical secrets against the 
  guild’s express desires.
   
  Avalanche
  8th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (handful of white fleece)
  Duration: Instantaneous
  With 
  this 
  spell 
  you 
  summons 
  forth 
  a 
  torrential downpour of snow to trap and 
  freeze opponents. Within a 40-foot cube 
  a massive amount of snow and ice shards 
  fall immediately. Creatures in the area must 
  make a Constitution saving throw. A creature 
  takes 10d8 points of cold damage on a 
  failed save, or half as much damage on a 
  successful one.
  The amount of snow summoned with an 
  avalanche spell buries the 40-foot affected 
  area completely up to 10 feet, containing 
  roughly 16,000 square feet of snow. Any Large 
  or smaller creature in the area is buried in the 
  snow and begins to suffocate immediately.
  The snow from avalanche lasts until it melts 
  naturally.
   
  Boreal Wind
  4th-level evocation
  Casting Time: 1 action
  Range: Self (100-foot line)
  Components: V, S
  Duration: Concentration, up to 1 minute
  By means of this spell the caster summons 
  forth a line of icy wind and blowing snow 
  100 feet long and 10 feet wide from an 
  outstretched hand. Each creature that starts 
  its turn in the line suffers 2d6 cold damage 
  and must make a Strength saving throw. On 
  a success they are pushed back 5 feet, and 
  on a failure they are pushed back 20 feet 
  and knocked prone.
   
  Any creature in the line must spend 3 
  feet of movement for every 1 foot it moves 
  when moving closer to you. The wind 
  disperses gas or vapor, and it in extinguishes 
  candles, torches, and similar flames in the 
  area, including lanterns.
   
  As a bonus action on each of your 
  turns before the spell ends, you can change 
  the direction in which the line blasts from you.
   
  Chilly Gaze
  Necromancy cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: 1 round
  The caster of this spell calls upon a wellspring 
  of frozen arcane power that dwells within the 
  mind and directs it to a single target within 
  range. The caster fixes the target with a gaze, 
  who must make a Constitution saving throw. 
  On a failure the target’s walking speed is 
  reduced to 5 feet if it’s walking speed was 5 
  feet or greater until the start of your next turn.
   
  Deep Freeze
  5th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (small crystal ball worth 
  100 gp)
  Duration: Concentration, up to 1 minute
  You create a 40-foot-radius sphere of 
  numbing cold within range. Each creature in 
  the sphere must make a Constitution saving 
  throw. A creature takes 3d8 points of cold 
  damage on a failed save and is paralyzed for 
  the duration. On a successful save they suffer 
  half damage and have their movement 
  reduced in half until the end of their next turn. 
  A paralyzed creature takes 3d8 points of cold 
  damage at the start of each of its turns, and 
  
  5
  at the end of each of its turns the target can 
  make another Constitution saving throw. On 
  a success, the spell ends on the target but 
  they have their movement speed reduced in 
  half until the end of their next turn.
   
  At Higher Levels. When you cast this 
  spell using a spell slot of 6th level or higher, 
  you create a 10-foot larger sphere for each 
  slot level above 5th.
   
  Falling Glacier
  9th-level conjuration
  Casting Time: 1 action
  Range: 1 mile
  Components: V, S
  Duration: Instantaneous
  You create a single large block of ice (40-foot 
  cube) that drops from the sky onto a spot you 
  select in range. The iceberg then shatters if it 
  encounters a solid surface. Enormous shards 
  of ice scatter in all directions, affecting 
  nearby creatures based on how far they 
  from the center of the area.
   
  Within 20 Feet of the Center Point. 
  Any creature or object directly beneath the 
  iceberg takes 20d6 points of bludgeoning 
  damage and 20d6 points of cold damage 
  and is buried in snow. Huge or smaller 
  creatures begin to suffocate when buried 
  in snow, while Gargantuan creatures have 
  their walking speed reduced to 0 feet.
   
  Between 20 Feet and 40 feet of the 
  Center Point. Creatures and objects in the 
  middle section of the area must make a 
  Dexterity saving throw. On a failure they 
  suffer 20d6 points of bludgeoning damage 
  and 20d6 points of cold damage, or half that 
  on a success. Creatures that fail the saving 
  throw are buried in snow. Large or smaller 
  creatures begin to suffocate when buried in 
  snow, while Huge and Gargantuan creatures 
  have their walking speed reduced to 0 feet.
   
  Between 40 Feet and 60 Feet of the 
  Center Point. Creatures in the outermost 
  section must make a Dexterity saving throw. 
  On a success, they suffer 10d6 points of 
  bludgeoning damage and 10d6 points of 
  cold damage, or half that on a success.
  Glacial Ward
  4th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (pinch of sulfur)
  Duration: Concentration, up to 1 hour
  A faint, shimmering reddish energy encases 
  the target’s body, granting resistance to 
  fire damage. In addition, the target gains 
  advantage on any saving throw versus any 
  fire-related effects or spells.
   
  Icicle Spear
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You summon a trio of sharp, transparent 
  icicle spears and shoot them from your 
  outstretched fingertips. The icicle spears can 
  be hurled at one target or separate within 
  range. Make a ranged spell attack for each 
  icicle spear. On a hit, the target takes 2d6 
  cold damage.
   
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or higher, 
  you create one additional icicle spear for 
  each slot level above 2nd. 
   
  Icy Gaze
  3rd-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your eye flares with an icy blue fire and you 
  can fix your gaze upon a target creature 
  within range each round. The target must 
  make a Constitution saving throw. On 
  a failure, the creature suffers a level of 
  exhaustion. A creature cannot advance to 4 
  or more levels of exhaustion through the use 
  of this spell.
  
  6
  Impaling Icicle
  5th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You summon a massive, sharp icicle in a 100-
  foot line in front of you. The icicle shoots out, 
  and any creature in the line must make a 
  Dexterity saving throw. On failure the affected 
  creature suffers 4d6 cold damage and 4d6 
  piercing damage, or half that damage on a 
  successful save. Creatures that fail the saving 
  throw are pushed back along the path of 
  the icicle 20 feet. Creatures that succeed on 
  the save must move to either side of the line 
  (their choice) immediately.
   
  The icicle is stopped by stone at least 
  6 inches thick and wood at least 1 foot thick, 
  but has enough penetrating force to move 
  through lesser materials. Creatures pushed 
  back by the icicle that collide with a solid 
  object suffer 2d6 bludgeoning damage as 
  well.
   
  At Higher Levels. When you cast this 
  spell using a spell slot of 6th level or higher, the 
  cold damage or the piercing damage (your 
  choice) increases by 1d6 for each slot level 
  above 5th.
   
  Polar Ray
  7th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (small glass prism)
  Duration: Instantaneous
  A pair of blue-white rays of arctic air and ice 
  shoot from your hand. The rays can target 
  different creatures or the same creature. 
  Make a ranged spell attack for each ray. On 
  a hit, the target takes 5d8 cold damage.
   
  At Higher Levels. When you cast this 
  spell using a spell slot of 8th level or higher, 
  you gain an additional ray for each slot level 
  above 7th.
  Snow Cone
  3rd-level evocation
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S, M (fir cone)
  Duration: Instantaneous
  A powerful, frigid blast of snow and ice flies 
  from your hands. Each creature in a 30-foot 
  cone must make a Constitution saving throw. 
  A creature takes 8d6 cold damage on a 
  failed save, or half as much damage on a 
  successful one. In addition, any creature 
  that fails their saving throw is knocked prone.
   
  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.
   
  Winter Spray
  1st-level evocation
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S
  Duration: Instantaneous
  This spell allows the caster to extend a hand 
  forward and shoot a spray of icy wrath in a 
  small cone forward. 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. In addition, those that fail 
  are knocked prone by the force of the spray.
   
  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.
   
  
  7
  Zone of Arctic Cold
  2nd-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (small pack of snow)
  Duration: Concentration, up to 1 minute
  You create a zone of subzero cold within a 
  20-foot cube in range. Creatures that begin 
  their turn in the zone suffer 1d4 cold damage.
   
  At Higher Levels. When you cast this 
  spell using a spell slot of 3rd level or higher, 
  you deal an additional 1d4 cold damage for 
  each slot level above 2nd.
  
  This release of “PLC1 School of Cryomancy” 
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