dungeons and dragons players handbook

(Jeff_L) #1

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a wave, the wave repeats on the start of your next turn
while the fiood effect lasts.
Part Water.Vou cause water in the area to move
aparl and creale a lrench. The trench extends across
the spell's area, and the separaled waler forms a wall lo
either side. The lrench remains unlil lhe spell ends or
you choose a different effect. The waler lhen slowly fills
in lhe trench over lhe course of the next round until the
normal water levei is restored.
Redirect FIow.Vou cause fiowing water in the area
to move in a direction you choose, even if the water has
to fiow over obstacles, up walls, or in other unlikely
directions. The water in the area moves as you direct
it, but once it moves beyond the spell's area, it resumes
its fiow based on the terrain conditions. The water
continues to move in the direction you chose until the
spell ends or you choose a different effect.
WhirIpooI. This effect requires a body of water
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
base, up to 50 feet wide ai the top, and 25 feel tall. Any
creature or object in the water and within 25 feet of the
vortex is pulled 10 feet toward it. A creature can swim
away from the vortex by making a Strength (Athletics)
check against your spell save DC.
When a creature enters the vortex for the first time on
a turn or starts its turn there, it must make a Strength
saving throw. On a failed save, the creature takes 2d8
bludgeoning damage and is caught in the vortex until
the spell ends. On a successful save, the creature takes
half damage, and isn't caught in the vortex. A crealure
caught in the vortex can use its action to try to swim
away from the vortex as described above, but has
disadvanlage on lhe Strength (Athletics) check to do so.
The first time each turn that an object enters the
vortex, the object takes 2d8 bludgeoning damage; this
damage occurs each round it remains in the vortex.

CONTROL WEATHER
8th.level transmutation
Casting Time: lO minutes
Range: Self (5-mile radius)
Components: V,S, M (burning incense and bits of earth
and wood mixed in water)
Duration: Concentration, up to 8 hours
Vou take control of the weather within 5 miles of you
for the duration. Vou must be outdoors to cast this spell.
Moving to a place where you don't have a clear path to
the sky ends the spell early.
When you cast the spell, you change the current
weather conditions, which are determined by the DM
based on the climate and season. Vou can change
precipitation, temperature, and wind. lt takes Id4 x 10
minutes for the new conditions lOtake effect. Once they
do so. you can change the conditions again. When the
spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a
current condition on the following tables and change its
stage by one, up or down. When changing the wind, you
can change its direction.

PART 3ISPELLS

PRECIPITATION
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard

TEMPERATURE WIND
Stage Condition Stage Condition
1 Unbearable heat 1 Calm
2 Hot 2 Moderate wind
3 Warm 3 Strong wind
4 Cool 4 Gale
5 Cold^5 Storm
6 Arctic cold

CORDON OF ARROWS
2nd-leveI transmutation
Casting Time: I action
Range: 5 feet
Components: V,S, M (four or more arrows or bolts)
Duration: 8 hours
Vou plant four pieces of nonmagical ammunition-
arrows or crossbow bolts-in the ground within range
and lay magic upon them to protect an area. Until the
spell ends, whenever a creature other than you comes
within 30 feet of the ammunition for the first time on a
turn or ends its turn there, one piece of ammunition fiies
up to strike it. The creature must succeed on a Dexterity
saving throw or take Id6 piercing damage. The piece of
ammunition is then destroyed. The spell ends when no
ammunition remains.
When you cast this spell, you can designate any
creatures you choose, and the spell ignores them.
At Hil1her LeveIs. When you cast this spell using
a spell slot of 3rd levei or higher, the amount of
ammunition that can be affected increases by two for
each slot levei above 2nd.

COUNTERSPELL
3rd.level abjuration
Casting Time: I reaction, which you take when you see
a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Vou altempt to interrupt a creature in the process of
casting a spell. lf the creature is casting a spell of 3rd
levei or lower, its spell fails and has no effect. lf it is
casting a spell of 4th leveI or higher, make an ability
check using your spellcasting ability. The DC equals 10
+the spell's leveI. On a success, the creature's spell fails
and has no effect.
At Hil1her LeveIs. When you cast this spell using a
spell slot of 4th levei or higher, the interrupted spell has
no effect if its levei is less than or equal to the levei of the
spell slot you used.
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