Cordon of Arrows
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (an ornamental braid)
- Duration
- 8 hours
- Classes
- Ranger
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.
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- 5 feet
- Components
- V, S, M (four or more arrows or bolts)
- Duration
- 8 hours
- Classes
- Ranger
You 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 flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 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.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Cordon of Arrows 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version changes the damage to 2d4 piercing (up from 1d6), specifies ammunition can't be physically uprooted, and clarifies the spell ends when no ammunition remains planted. Range is now touch, and the affected ammunition count increases by two per slot level above 2nd.
Spells similar to Cordon of Arrows
Guardian of Faith, 4th-level conjuration
It creates a persistent guardian that automatically damages creatures when they enter its area, much like planted ammo that strikes intruders over time.Spike Growth, 2nd-level transmutation
Both are low‑level ranger‑available ground effects that persist and punish creatures for moving through or ending their turn in a zone.Glyph of Warding, 3rd-level abjuration
This spell sets a triggered effect that activates when a creature enters or interacts with an area, echoing the trap‑like behavior of planted ammunition.Alarm, 1st-level abjuration
While nonlethal, Alarm is similar in being a long‑lasting, touch‑placed ward that reacts when creatures enter its radius, sharing the same tactical use of area monitoring.Hail of Thorns, 1st-level conjuration
As a ranger spell that turns ranged attacks into multiple, automatic strikes, it matches the theme of using ammunition to hit multiple targets at once.