Ice Knife

Ice knife was an arcane evocation or conjuration spell that hurled a knife of ice at a target for moderate damage.

Ice knife was an arcane evocation or conjuration spell that hurled a knife of ice at a target for moderate damage.   Effects The impact of the evoked knife of ice would cause not only flat damage, but also a wave of cold to creatures within a 5‑foot (1.5‑meter) radius. The creatures in this radius could be damaged, and would also become numb, making it harder to both move and attack. However, if the target was in the presence of a large source of heat, they would have a chance to negate the numbness. The spell caused no damage to spelljammers.

Effect

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

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  Classes: Druid, Sorcerer, Wizard   Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter   Domain: Cold   Tags: Damage

Ice Knife

  Conjuration 1st Level
Material Components
As well as a verbal and somatic component, a droplet of water from melted snow, and a small silver dagger were used as the material components.
Gestures & Ritual
Material Component: a drop of water or piece of ice
Related School
Conjuration
Related Element
Cold
Effect Duration
Instantaneous
Effect Casting Time
1 action
Range
60 feet
Level
1st Level

XGE, page 157. Also found in EEPC, page 19.

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: Somatic, Material
Materials: A drop of water, or a piece of ice, or focus
Duration: Instantaneous
Attack/Save: Ranged, Dexterity for Secondary Effect
Damage/Effect: Piercing (1d10), Explosion (Saving Throw): Cold (2d6, spell slot 2+ +1d6 ea)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard