Casting Time: 1 action
Range: 90 ft (5 ft
)
Components: V, S, M
Duration: Instantaneous
Damage Type: Cold
Save: Dexterity
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point 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.
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.
Material Component:
a piece of ice or a small white rock chip
Verbal Component:
Sie Tempestas Ninguis Orbis
Classes: Sorcerer, Wizard, Rogue
Domain: Cold
Tags: Damage
Source: Elemental Evil Player's Companion (page 22)Also found in
Xanathar’s Guide to Everything
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).