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
228
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