Page 209 - DnD_5e_Players_Handbook_(BnW_OCR)
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a wave, the wave repeats on the start of your next turn   P r e c i p i t a t i o n
                       while the flood effect lasts.
                                                                          Stage  Condition
                        Part Water. You cause water in the area to move
                                                                            1   Clear
                       apart and create a trench. The trench extends across
                                                                            2   Light clouds
                       the spell’s area, and the separated water form s a wall to
                       either side. The trench remains until the spell ends or   3  Overcast or ground fog
                       you choose a different effect. The water then slowly fills   4  Rain, hail, or snow
                       in the trench over the course of the next round until the   5  Torrential rain, driving hail, or blizzard
                       normal water level is restored.
                        R edirect Flow. You cause flowing water in the area
                                                                         T e m p e r a t u r e   W i n d
                       to move in a direction you choose, even if the water has
                                                                          Stage  Condition        Stage  Condition
                       to flow over obstacles, up walls, or in other unlikely
                       directions. The water in the area m oves as you direct   1  Unbearable heat  1   Calm
                       it, but once it m oves beyond the spell’s area, it resumes   2  Hot          2   Moderate wind
                       its flow based on the terrain conditions. The water   3  Warm                3   Strong wind
                       continues to move in the direction you chose until the   4  Cool            4    Gale
                       spell ends or you choose a different effect.         5   Cold                5   Storm
                         Whirlpool. This effect requires a body of water
                                                                            6   Arctic cold
                       at least 50 feet square and 25 feet deep. You cause
                       a whirlpool to form in the center of the area. The
                                                                         C o r d o n   o f  A r r o w s
                       whirlpool form s a vortex that is 5 feet wide at the
                                                                         2nd-level transmutation
                       base, up to 50 feet wide at the top, and 25 feet tall. Any
                       creature or object in the water and within 25 feet of the   Casting Time:  1  action
                       vortex is pulled  10 feet toward it. A creature can swim   Range: 5 feet
                       away from the vortex by making a Strength (Athletics)   Components: V, S, M (four or m ore arrows or bolts)
                       check against your spell save DC.                 Duration: 8 hours
                        W hen a creature enters the vortex for the first time on
                                                                         You plant four pieces of nonm agical ammunition—
                       a turn or starts its turn there, it must make a Strength
                                                                         arrows or crossbow  bolts—in the ground within range
                       saving throw. On a failed save, the creature takes 2d8
                                                                         and lay m agic upon them to protect an area. Until the
                       bludgeoning damage and is caught in the vortex until
                                                                         spell ends, whenever a creature other than you com es
                       the spell ends. On a successful save, the creature takes
                                                                         within 30 feet of the ammunition for the first time on a
                       half damage, and isn’t caught in the vortex. A creature
                                                                         turn or ends its turn there, one piece of ammunition flies
                       caught in the vortex can use its action to try to swim
                                                                         up to strike it. The creature must succeed on a Dexterity
                       away from the vortex as described above, but has   saving throw or take  1d6 piercing damage. The piece of
                       disadvantage on the Strength (Athletics) check to do so.  ammunition is then destroyed. The spell ends when no
                        The first time each turn that an object enters the
                                                                         ammunition remains.
                       vortex, the object takes 2d8 bludgeoning damage; this
                                                                          W hen you cast this spell, you can designate any
                       damage occurs each round it remains in the vortex.
                                                                         creatures you choose, and the spell ignores them.
                                                                          At Higher Levels. W hen you cast this spell using
                       C o n t r o l  W e a t h e r
                                                                         a spell slot of 3rd level or higher, the amount of
                       8th-Ievel transmutation
                                                                         ammunition that can be affected increases by two for
                       Casting Time:  10 minutes                         each slot level above 2nd.
                       Range: Self (5-mile radius)
                       Components: V, S, M (burning incense and bits of earth  C o u n t e r s p e l l
                        and w ood mixed in water)                        3rd-level abjuration
                       Duration: Concentration, up to 8 hours
                                                                         Casting Time:  1  reaction, which you take when you see
                       You take control o f the weather within 5 miles of you   a creature within 60 feet of you casting a spell
                       for the duration. You must be outdoors to cast this spell.   Range: 60 feet
                       Moving to a place where you don’t have a clear path to   Components: S
                       the sky ends the spell early.                     Duration: Instantaneous
                        W hen you cast the spell, you change the current
                                                                         You attempt to interrupt a creature in the process of
                       weather conditions, which are determined by the DM
                                                                         casting a spell. If the creature is casting a spell of 3rd
                       based on the climate and season. You can change
                                                                         level or lower, its spell fails and has no effect. If it is
                       precipitation, temperature, and wind. It takes  1d4 x  10
                                                                         casting a spell of 4th level or higher, make an ability
                       minutes for the new conditions to take effect. Once they
                                                                         check using your spellcasting ability. The DC equals  10
                       do so, you can change the conditions again. W hen the
                                                                         + the spell’s level. On a success, the creature’s spell fails
                       spell ends, the weather gradually returns to normal.
                                                                         and has no effect.
                        W hen you change the weather conditions, find a   At Higher Levels. When you cast this spell using a
                       current condition on the following tables and change its
                                                                         spell slot of 4th level or higher, the interrupted spell has
                       stage by one, up or down. W hen changing the wind, you
                                                                         no effect if its level is less than or equal to the level of the
                       can change its direction.
                                                                         spell slot you used.
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