Cold Magic • Legacy Witch Spell

Arctic Grasp

Blue-white frost magic gathering around a hand for the Arctic Grasp spell

Arctic Grasp charges the caster’s hand with killing cold until the spell is delivered through touch. The strike deals heavy frost damage and can slow the target under the legacy d20 rules.

Arctic Grasp at a Glance

5.5e / 2024No direct conversion published here
5e / 2014No direct conversion published here
Pathfinder 1eNot a Pathfinder Witch spell by default
D&D 3.x LegacyWitch 3, Sorcerer/Wizard 3

Spell Rules by Edition

Arctic Grasp — D&D 5.5e / 2024

Historical third-party spell. Arctic Grasp is not supplied as a spell in SRD 5.2.1. No 2024 conversion is supplied here. Its older caster-level, saving-throw and action rules do not transfer automatically to this edition.

Arctic Grasp — D&D 5e / 2014

Historical third-party spell. Arctic Grasp is not supplied as a spell in SRD 5.1. No 2014 conversion is supplied here. Use the earlier-edition rules only in their own system, or an explicitly approved conversion.

Arctic Grasp — Pathfinder 1e

Edition status: No Pathfinder 1e conversion is supplied. The historical d20 spell does not become a Pathfinder spell merely because its terminology looks familiar.

Arctic Grasp — D&D 3.5e

Legacy d20 text, preserved from Liber Mysterium. The use of partial actions identifies an older action economy; this is not an official D&D 3.5e SRD spell or a completed 3.5e conversion.

D&D 3.x Legacy Rules

SchoolTransmutation
LevelWitch 3, Sorcerer/Wizard 3
ComponentsV, S, M
Casting Time1 action
RangeTouch
TargetOne creature
DurationUntil discharged
Saving ThrowFortitude half; see text
Spell ResistanceYes

Until discharged, the caster’s hand glows with cold blue light. On a successful touch, the spell deals 1d6 cold damage per caster level, to a maximum of 10d6.

If the target fails its Fortitude save, it is also slowed and can take only partial actions for 1 round per 2 caster levels under the original rules.

Material component: a crystallised stone.

What Changed Between Editions?

The partial-action and slow mechanics belong to the older d20 rules. Modern editions should use their own action economy and condition rules rather than importing this text unchanged.

Using Arctic Grasp in Play

Prepare the cold touch when a single dangerous enemy is likely to come within reach. Its damage scales with caster level, so the same spell becomes a harder strike as the caster advances. Delivering it still requires a successful touch; preparing a charge is not the same as striking a foe.

Keep the charged hand clear of companions and objects. Use the active legacy edition’s holding-the-charge rules rather than treating the duration as permission to deliver repeated damaging touches.

Worked Example: An Eighth-Level Caster

A caster with caster level 8 delivers a successful touch. Arctic Grasp rolls 8d6 cold damage. On a successful Fortitude save, that damage is halved and the additional slowing does not apply. On a failed save, the original slowing lasts 4 rounds. “Partial actions” must be resolved under the original rules; it is not a fifth-edition condition.

Counterplay and Games Master Rulings

Stay outside the caster’s reach, interrupt the casting when the edition permits it, or use appropriate cold resistance. Spell resistance applies before the spell takes effect. Resolve a successful saving throw before applying the remaining damage and any relevant resistance.

The blue glow gives observers a visible warning. The spell provides one discharge, not a cold weapon that can be swung indefinitely. Do not add paralysis, ice restraints, numb limbs or an automatic reduction to modern movement speed.

Compare Dispel Magic for removing ongoing magic, and return to the Witch Spell Lists for the spell’s legacy place in the class archive.

Mythical Context

Boreas, the Greek North Wind, was imagined as a powerful figure whose arrival brought bitter cold. A witch’s blue-glowing hand makes this weather-bound supernatural force intimate: winter is brought to a single victim by touch. See the collected ancient accounts of Boreas.

Historical Context

The Metropolitan Museum preserves a Greek bronze hydria, dated about 375–350 BCE, whose relief depicts Boreas and Oreithyia. This is a specific surviving image of the personified north wind. See the museum’s hydria record.

Classical writers treated the seasonal winds as forces that shaped travel, sailing and weather. Ancient Greek art also personified winds as winged beings, an evocative visual parallel rather than proof that a person could freeze another with a hand. See Encyclopaedia Britannica’s overview of Boreas.

Rules Sources and Licensing

Legacy source: Liber Mysterium: The Netbook of Witches and Warlocks.

The Arctic Grasp mechanics in the legacy panel derive from Liber Mysterium: The Netbook of Witches and Warlocks (2003), by Timothy S. Brannan and the Netbook of Witches team. That rules text is designated Open Game Content under the Open Game License v1.0a. The edition-status notes, new commentary and site illustration are not designated Open Game Content by this notice.

Open Game License v1.0a & Section 15 Copyright Notices

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;

(b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;

(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

(d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity;

(e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

(f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor;

(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content;

(h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that You Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content You Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity.

You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.

The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.

The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

“Witch-finder” Copyright 2003, Dominique Crouzet.

“Witch Knight”, Copyright 2001, Ravenscyre Grey Daegmorgan.

Ritual Magic rules from Relics & Rituals Copyright 2001, Clark Peterson, Sword and Sorcery Studios.

“Divine Dominion” and “Greater Divine Dominion”, Copyright 2001 Bradely H. Bemis.

“Extra Familiar”, Copyright 2001 Paul King.

“Leprechaun” from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

“Poppet” and “Create Poppet” from Liber Bestarius, Copyright 2002, Eden Studios. Additional non-OGC permission granted by Eden Studios May 27th, 2003.

Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.

All content is considered open for the Open Gaming License, unless otherwise noted. But it is not public domain. Permission is granted to make and redistribute copies of this document as long as this copyright page remains intact.

← Witch Spell Lists

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top