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base, up to 50 feet wide at the top, and 25 feet tall. Temperature
Any creature or object in the water and within 25 Stage Condition
feet of the vortex is pulled 10 feet toward it. A 1 Unbearable heat
creature can swim away from the vortex by making a 2 Hot
Strength (Athletics) check against your spell save DC. 3 Warm
When a creature enters the vortex for the first 4 Cool
time on a turn or starts its turn there, it must make a 5 Cold
Strength saving throw. On a failed save, the creature 6 Arctic cold
takes 2d8 bludgeoning damage and is caught in the
vortex until the spell ends. On a successful save, the Wind
creature takes half damage, and isn’t caught in the Stage Condition
vortex. A creature caught in the vortex can use its 1 Calm
action to try to swim away from the vortex as 2 Moderate wind
described above, but has disadvantage on the 3 Strong wind
Strength (Athletics) check to do so. 4 Gale
The first time each turn that an object enters the 5 Storm
vortex, the object takes 2d8 bludgeoning damage;
this damage occurs each round it remains in the Counterspell
vortex. 3rd- level abjuration
Control Weather Casting Time: 1 reaction, which you take when you
8th- level transmutation see a creature within 60 feet of you casting a spell
Range: 60 feet
Casting Time: 10 minutes Components: S
Range: Self (5- mile radius) Duration: Instantaneous
Components: V, S, M (burning incense and bits of You attempt to interrupt a creature in the process of
earth and wood mixed in water) casting a spell. If the creature is casting a spell of 3rd
Duration: Concentration, up to 8 hours level or lower, its spell fails and has no effect. If it is
You take control of the weather within 5 miles of you casting a spell of 4th level or higher, make an ability
for the duration. You must be outdoors to cast this check using your spellcasting ability. The DC equals
spell. Moving to a place where you don’t have a clear 10 + the spell's level. On a success, the creature's
path to the sky ends the spell early. spell fails and has no effect.
When you cast the spell, you change the current At Higher Levels. When you cast this spell using a
weather conditions, which are determined by the spell slot of 4th level or higher, the interrupted spell
GM based on the climate and season. You can change has no effect if its level is less than or equal to the
precipitation, temperature, and wind. It takes 1d4 × level of the spell slot you used.
10 minutes for the new conditions to take effect.
Once they do so, you can change the conditions again. Create Food and Water
When the spell ends, the weather gradually returns 3rd- level conjuration
to normal. Casting Time: 1 action
When you change the weather conditions, find a Range: 30 feet
current condition on the following tables and change Components: V, S
its stage by one, up or down. When changing the Duration: Instantaneous
wind, you can change its direction.
You create 45 pounds of food and 30 gallons of
Precipitation water on the ground or in containers within range,
Stage Condition enough to sustain up to fifteen humanoids or five
1 Clear steeds for 24 hours. The food is bland but nourishing,
2 Light clouds and spoils if uneaten after 24 hours. The water is
3 Overcast or ground fog clean and doesn’t go bad.
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 131

