Homebrew
Call the Blizzard
5-level Conjuration
Casting Time: 1 Action
Range/Area: 120 feet
Components: V, S, M
Materials: a small crystal or glass shard and a feather encased in ice
Duration: Concentration, up to 1 minute
Attack/Save: CON Save
Damage/Effect: Cold
You summon a swirling vortex of frigid air and razor-sharp ice at a point you can see within range. This gale manifests as a 20-foot-radius, 40-foot-high cylinder of howling wind and sleet, centered on a point you choose. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 3d10 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed is not reduced.
As part of your action on each of your turns after casting this spell, you can maintain your concentration on this chilling gale, moving the storm up to 20 feet in any direction. A creature that fails its saving throw by 5 or more is grappled by icy formations that rise from the ground, immobilizing it until the end of its next turn or until it is freed (escaping the grapple requires a successful Strength check against your spell save DC).
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Spell Description. Frostbite Gale unleashes the wrath of winter upon the battlefield, conjuring a vicious storm that saps warmth and impedes movement. The spell creates a zone of danger that not only damages with the biting cold but also significantly hampers enemy mobility. Its ability to be moved across the battlefield at the caster's whim allows for strategic placement, forcing enemies into or out of positions or making escape particularly difficult. The addition of the grapple effect for those severely affected by the cold simulates the trapping nature of ice, as formations quickly encase and immobilize the victim, leaving them at the mercy of the elements and their opponents. This spell exemplifies the harsh, controlling aspects of winter, offering druids and rangers a potent tool for area control and environmental manipulation.