Page 229 - Player's Handbook
P. 229

a wave, the wave repeats on the start of your next turn  PRECIPITATION
          while the fiood effect lasts.                       Stage  Condition
            Part Water. Vou cause water in the area to move
          aparl and creale a lrench. The trench extends across  1  Clear
          the spell's area, and the separaled waler forms a wall lo  2  Light clouds
          either side. The lrench remains unlil lhe spell ends or  3  Overcast or ground fog
          you choose a different effect. The waler lhen slowly fills  4  Rain, hail, or snow
          in lhe trench over lhe course of the next round until the  5  Torrential rain, driving hail, or blizzard
          normal water levei is restored.
            Redirect FIow. Vou cause fiowing water in the area  TEMPERATURE         WIND
          to move in a direction you choose, even if the water has
          to fiow over obstacles, up walls, or in other unlikely  Stage  Condition    Stage  Condition
          directions. The water in the area moves as you direct  1  Unbearable  heat   1    Calm
          it, but once it moves beyond the spell's area, it resumes  2  Hot            2    Moderate wind
          its fiow 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
            WhirIpooI. This effect requires a body of water    6    Arctic cold
          at least 50 feet square and 25 feet deep. Vou cause
          a whirlpool to form in the center of the area. The
          whirlpool forms a vortex that is 5 feet wide at the  CORDON  OF ARROWS
          base, up to 50 feet wide ai the top, and 25 feel tall. Any  2nd-leveI transmutation
          creature or object in the water and within 25 feet of the  Casting Time: I 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 more arrows or bolts)
          check against your spell save DC.                 Duration: 8 hours
            When a creature enters the vortex for the first time on  Vou plant four pieces of nonmagical 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 magic 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 comes
          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 crealure  turn or ends its turn there, one piece of ammunition fiies
          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 Id6 piercing damage. The piece of
          disadvanlage on lhe 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  When 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 Hil1her LeveIs. When you cast this spell using
          CONTROL   WEATHER                                 a spell slot of 3rd levei or higher, the amount of
          8th.level transmutation                           ammunition that can be affected increases by two for
          Casting Time: lO minutes                          each slot levei above 2nd.
          Range: Self (5-mile radius)
          Components:  V,S, M (burning incense and bits of earth  COUNTERSPELL
            and wood mixed in water)                        3rd.level abjuration
          Duration: Concentration, up to 8 hours            Casting Time: I reaction, which you take when you see
          Vou take control of the weather within 5 miles of you  a creature within 60 feet of you casting a spell
          for the duration. Vou 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
            When you cast the spell, you change the current  Vou altempt to interrupt a creature in the process of
          weather conditions, which are determined by the DM  casting a spell. lf the creature is casting a spell of 3rd
          based on the climate and season. Vou can change   levei or lower, its spell fails and has no effect. lf it is
          precipitation, temperature,  and wind. lt takes Id4 x 10  casting a spell of 4th leveI or higher, make an ability
          minutes for the new conditions lOtake effect. Once they  check using your spellcasting ability. The DC equals 10
          do so. you can change the conditions again. When the  + the spell's leveI. On a success, the creature's spell fails
          spell ends, the weather gradually returns to normal.  and has no effect.
            When you change the weather conditions, find a    At Hil1her LeveIs. When you cast this spell using a
          current condition on the following tables and change its  spell slot of 4th levei or higher, the interrupted spell has
          stage by one, up or down. When changing the wind, you  no effect if its levei is less than or equal to the levei of the
          can change its direction.                         spell slot you used.



          PART 3 I SPELLS
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