Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous
Damage Type: Cold
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.
The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Verbal Component:
Sie Radius Frigus
Verbal Component (Alternative):
By these words your future is lost, I conjure forth a cold ray of frost.
Classes: Sorcerer, Wizard, Rogue, Artificer
Domain: Cold
Tags: Combat, Damage
Source: Player's Handbook (2024) (page 311)
View Ray of Frost Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
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).