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.

