Ray Of Frost
- Level: Cantrip
- School: Evocation
- Class: Sorcerer, Wizard
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Tactical Usage
Damage Plus Control Combination. Ray of Frost provides reliable cold damage with movement reduction, making it excellent for kiting enemies and maintaining tactical distance.
Excellent Scaling Potential. The cantrip scales from 1d8 to 4d8 damage while maintaining the speed reduction effect, keeping it competitive throughout character progression.
Tactical Positioning Tool. The 10-foot speed reduction helps control enemy movement and positioning, enabling strategic retreat or battlefield manipulation.
Spell Combinations
Kiting Strategy Enhancement. Combining with movement spells or positioning effects maximizes the value of reduced enemy speed for tactical advantage.
Cold Damage Synergy. Pairing with other cold effects might create environmental advantages or exploit cold vulnerability in appropriate enemies.
Distance Maintenance. Using with defensive spells or terrain features helps maintain the range advantage that speed reduction provides.
Material Component Details
Component-Free Reliability. Ray of Frost requires no material components, making it consistently available without resource management or preparation concerns.
Attack Roll Mechanics. The spell requires ranged spell attack rolls, making accuracy important for consistent damage and control effects.
Range Advantage. The 60-foot range provides excellent reach for a cantrip, enabling safe engagement from substantial distances.
Creator Notes
Reliable Damage Cantrip. Ray of Frost offers consistent damage output with tactical benefits that remain relevant throughout character progression.
Movement Control Value. The speed reduction provides meaningful tactical control that affects encounter dynamics beyond simple damage dealing.
Evocation School Identity. The spell exemplifies evocation magic through direct damage combined with battlefield manipulation effects.
Environmental Interactions
Cold Environment Synergy. Icy terrain, winter conditions, or cold-themed locations might enhance the spell's effectiveness or visual impact.
Movement Terrain Interaction. Speed reduction becomes more significant when combined with difficult terrain or other movement restrictions.
Visibility Effects. The blue-white light beam creates visible effects that might affect stealth or provide illumination in dark environments.
Common Rulings & Clarifications
Speed Reduction Duration. The 10-foot speed reduction lasts until the start of the caster's next turn, providing one round of movement control.
Attack Roll Requirements. The spell requires successful ranged spell attack rolls, with misses providing no damage or control effects.
Damage Type Consistency. Ray of Frost deals cold damage exclusively, making it subject to cold resistance, immunity, and vulnerability effects.
Movement Speed Application. The reduction applies to all movement speeds the target possesses, not just walking speed.
Alternative Applications
Environmental Interaction. Creating ice effects on water, freezing small amounts of liquid, or providing cooling effects in hot environments.
Non-Combat Utility. Extinguishing small fires, preserving food, or creating dramatic effects during social encounters or performances.
Tactical Signaling. The visible beam can serve as a signal or communication method during coordinated operations or combat scenarios.
Related Spells
Damage Cantrip Comparison. Fire Bolt offers higher damage without control, Eldritch Blast provides multiple beams, and Acid Splash hits multiple targets.
Cold Magic Progression. Ray of Frost leads to more powerful cold spells like Ice Knife, Cone of Cold, and other frost-themed magic.
Control Cantrips. Minor Illusion provides concealment, Mage Hand offers object manipulation, and other cantrips provide different utility approaches.
Scaling Analysis
Excellent Late-Game Viability. The 4d8 damage at high levels makes Ray of Frost competitive with weapon attacks while providing unique control benefits.
Control Effect Consistency. The speed reduction remains tactically relevant regardless of damage scaling, providing consistent utility value.
Resource Independence. As a cantrip, Ray of Frost provides unlimited damage and control that becomes increasingly valuable as spell slots are preserved.
Narrative Flavor
Frigid Energy Manifestation. The spell should emphasize intense cold and freezing effects, with frost forming on impact and chilling the target.
Blue-White Beam Description. The distinctive coloration and energy pattern should create memorable visual effects that distinguish it from other damage cantrips.
Slowing Ice Effects. The speed reduction can be described as ice forming on legs, joints stiffening from cold, or magical frost impeding movement.