by Claude Helper | Sep 8, 2026 | Spells
Level 1 Conjuration spell available to Druids, Sorcerers, and Wizards. A dart for 1d10 Piercing plus a 2d6 Cold explosion that goes off even on a miss, leaving an Ice surface behind. A reliable arcane opener.
Spell description: Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an Ice surface. On a miss, the shard of ice still explodes.
Spell properties
- Damage: 1d10 Piercing plus 2d6 Cold
- Damage type: Piercing, Cold
- Range: 18m (60ft)
- Area: 2m (7ft) radius
- Save: DEX save
- Attack type: Ranged
- Conditions applied: Creates an Ice surface for 2 turns.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Ice Knife at a higher level deals an additional 1d6 Cold damage for each spell slot level above the 1st.
How to obtain Ice Knife
- Druid, Sorcerer, Wizard at Class level 1
- Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
- Granted by features: Magic Initiate: Druid, Sorcerer, or Wizard
- Source items: Frost Prince, Snow-Dusted Monastery Gloves
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an Ice surface. On a miss, the shard of ice still explodes.
When to cast Ice Knife
Two damage types, a single-target dart plus a small area explosion, and it explodes even on a miss, so it never fully whiffs. For a Level 1 slot that is a lot of coverage: chip one target and splash the cluster around it.
The Ice surface is the bonus. It makes enemies slip and fall Prone, and it feeds the wet-and-cold combos, so following it with more Cold or a shove is easy value. A tidy, reliable opener for any arcane caster.
by Claude Helper | Sep 8, 2026 | Spells
Cantrip Conjuration spell available to Druids, Sorcerers, Warlocks, and Wizards. It sprays a target for 1d12 Poison on a failed Constitution save. Big die, short range, common resistance.
Spell description: Project a puff of noxious gas.
Spell properties
- Damage: 1d12 Poison
- Damage type: Poison
- Range: 3m (10ft)
- Save: CON save
- Cost: Action
- Recharge: Per action
Spell upcasting
At character level 5, damage increases to 2d12 Poison. At character level 10, damage increases to 3d12 Poison.
How to obtain Poison Spray
- Druid, Sorcerer, Warlock, Wizard at Class level 1
- Nature Domain (Cleric) at Class level 1, as a Domain Spell
- Circle of the Land (Druid) at Class level 2
- Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
- High Elf and High Half-Elf at Character level 1
- Granted by features: Magic Initiate: Druid, Sorcerer, Warlock, or Wizard
Damage:
1-12
1d12, Poison
Project a puff of noxious gas that deals 1d12 Poison damage on a failed Constitution Saving Throw.
When to cast Poison Spray
On paper it rolls the same 1d12 as Toll of the Dead, but two things hold it back: the range is only 3m, so you are standing in melee to use it, and an enormous number of enemies resist or are immune to Poison.
Where it works, it works: against a wounded, non-resistant target you are in melee with, it is a big hit for a cantrip. Just know that the Constitution save favours exactly the tough enemies you are most likely to be next to.
by Claude Helper | Sep 8, 2026 | Spells
Cantrip Evocation spell available to Sorcerers and Wizards. It deals 1d8 Lightning and, more importantly, stops the target taking Reactions until your next turn.
Spell description: Lightning springs from your hand and prevents the target from taking reactions. You have Advantage when using this spell on creatures wearing metal armour.
Spell properties
- Damage: 1d8 Lightning
- Damage type: Lightning
- Range: Melee (1.5m)
- Duration: 1 turn
- Attack type: Melee spell Attack Roll
- Condition: Cannot take Reactions
- Cost: Action
- Recharge: Per action
Spell upcasting
At character level 5, damage increases to 2d8 Lightning. At character level 10, damage increases to 3d8 Lightning.
How to obtain Shocking Grasp
- Sorcerer, Wizard at Class level 1
- Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
- High Elf and High Half-Elf at Character level 1
- Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper
Damage:
1-8
1d8, Lightning
Lightning springs from your hand and prevents the target from taking Reactions. Advantage against metal armour.
When to cast Shocking Grasp
The no-Reactions clause is the trick. Hit an enemy with Shocking Grasp and you can walk away without an opportunity attack, which is exactly what a Wizard caught in melee wants. It also shuts down enemy Reaction abilities for a turn.
You get Advantage against anything in metal armour, so it lands reliably on the heavily armoured brutes who are usually the ones you most want to disengage from. Niche, but genuinely useful on a squishy caster.
by Claude Helper | Sep 8, 2026 | Spells
Cantrip Evocation spell available to Sorcerers and Wizards. It deals 1d8 Cold and slows the target’s Movement Speed by 3m. The slow is what makes it more than a damage cantrip.
Spell description: Call forth a frigid beam of blue-white light and reduce the target’s Movement Speed by 3m.
Spell properties
- Damage: 1d8 Cold
- Damage type: Cold
- Range: 18m (60ft)
- Duration: 1 turn
- Attack type: Attack roll
- Condition: Movement Speed reduced by 3m
- Cost: Action
- Recharge: Per action
Spell upcasting
At character level 5, damage increases to 2d8 Cold. At character level 10, damage increases to 3d8 Cold.
How to obtain Ray of Frost
- Sorcerer, Wizard at Class level 1
- Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
- High Elf and High Half-Elf at Character level 1
- Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper
- Source item: Mourning Frost
Damage:
1-8
1d8, Cold
Call forth a frigid beam that deals Cold damage and reduces the target’s Movement Speed by 3m.
When to cast Ray of Frost
It is a solid all-round attack cantrip with a bonus: the slow helps you kite melee enemies who are already struggling to reach you. Chip damage plus a little control for one Action.
Cold also plays into the wet-and-freeze combos, and it feeds Chilled and Encrusted with Frost effects from certain items. A dependable default cantrip for an arcane caster.
by Claude Helper | Sep 8, 2026 | Spells
Cantrip Conjuration spell available to Clerics and Druids. It conjures a flame that both lights your way and can be hurled for 1d8 Fire. Two jobs, one cantrip.
Spell description: A flickering flame appears in your hand. It sheds bright light in a 3m radius and deals 1d8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action.
Spell properties
- Damage: 1d8 Fire
- Damage type: Fire
- Range: Self (thrown)
- Duration: Until Long Rest
- Attack type: Ranged
- Cost: Action
- Recharge: Per action
Spell upcasting
At character level 5, the hurled flame deals 2d8 Fire. At character level 10, it deals 3d8 Fire.
How to obtain Produce Flame
- Cleric, Druid at Class level 1
- Asmodeus Tiefling at Character level 1
- Granted by features: Magic Initiate: Cleric, Magic Initiate: Druid
- Source item: Moon Devotion Robe
Damage:
1-8
1d8, Fire
A flickering flame appears in your hand. It sheds bright light and deals 1d8 Fire damage when thrown.
When to cast Produce Flame
It is a ranged damage cantrip for a Druid, which is otherwise a bit short on them, and it lights the area for free. Conjure it and throw it in the same turn, since that first throw does not cost an Action.
As a light source it lasts until you rest, and as an attack it ignites oil and grease. It is not a big number, but a Druid without a good ranged option is glad to have it.