Cordon of Arrows
2024 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M (four or more arrows or bolts)
- Duration
- 8 hours
- Classes
- Ranger
- Source
- Player's Handbook (2024)
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.
2014 Rules
- 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
- Source
- Player's Handbook (2014)
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
Cordon of Arrows popularity
How popular is Cordon of Arrows? It is a seldom seen spell in the game, but is chosen above nearly all other options when available. This spell is a rare gem that spellcasters seek out.
- Top 25% picked level 2 Ranger spell
- Bottom 50% of all 5e spells
- Bottom 25% of all level 2 spells
Read about how this popularity data is calculated.
Spells similar to Cordon of Arrows
Spike Growth 2nd-level transmutation
This also uses a persistent area hazard to punish enemies moving through a location, with piercing damage and ranger access.
Players prefer Spike Growth over Cordon of Arrows
Hail of Thorns 1st-level conjuration
The spells share ranger access, ammunition imagery, piercing damage, and the ability to threaten multiple creatures.
Players prefer Hail of Thorns over Cordon of Arrows
Guardian of Faith 4th-level conjuration
A stationary protector deals damage to hostile creatures that approach its guarded area and lasts for many hours.
Players prefer Cordon of Arrows over Guardian of Faith
Glyph of Warding 3rd-level abjuration
Each is a prepared trap that remains in place for hours and harms creatures that trigger it.
Players prefer Cordon of Arrows over Glyph of Warding
Snare 1st-level abjuration
Both are ranger-accessible, long-duration traps that wait for an unwary creature and rely on a saving throw.
Players prefer Cordon of Arrows over Snare
Mordenkainen's Faithful Hound 4th-level conjuration
Both create a long-lasting, stationary magical guardian that attacks enemies entering a protected area.
Players prefer Cordon of Arrows over Mordenkainen's Faithful Hound