Cordon of Arrows¶
Level 2 · Transmutation
- Casting time: Action
- Range: Touch
- Components: V, S, M (an ornamental braid)
- Duration: 8 hours
- Classes: Ranger
- Saving throw: Dexterity
- Damage type: Piercing
Spell effect¶
You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space.
Until the spell ends, the ammunition can’t be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it.
The creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage.
The piece of ammunition is then destroyed.
The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot¶
The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 257¶
Open the original rulebook — PDF page 257 — source PDF is not included in this player reference.