Page 246 - DnD_5e_Players_Handbook_(BnW_OCR)
P. 246
You utter a w ord o f power that can com pel one creature P r i s m a t i c S p r a y
you can see within range to die instantly. If the 7th-level evocation
creature you choose has 100 hit points or fewer, it dies.
Casting Time: 1 action
Otherwise, the spell has no effect.
Range: S elf (60-foot cone)
Components: V, S
P o w e r W o r d St u n
Duration: Instantaneous
8th-level enchantment
Eight multicolored rays of light flash from your hand.
Casting Time: 1 action
Each ray is a different color and has a different power
Range: 60 feet
and purpose. Each creature in a 60-foot cone must
Components: V
make a Dexterity saving throw. For each target, roll a d8
Duration: Instantaneous
to determine which color ray affects it.
You speak a w ord of power that can overwhelm the
1. Red. The target takes 10d6 fire damage on a failed
mind o f one creature you can see within range, leaving save, or half as much damage on a successful one.
it dumbfounded. If the target has 150 hit points or fewer,
2. Orange. The target takes 10d6 acid damage on a
it is stunned. Otherwise, the spell has no effect. failed save, or half as much damage on a successful one.
The stunned target must make a Constitution saving
3. Yellow. The target takes 10d6 lightning damage on a
throw at the end o f each of its turns. On a successful
failed save, or half as much damage on a successful one.
save, this stunning effect ends.
4. Green. The target takes 10d6 poison damage on a
failed save, or half as much damage on a successful one.
P r a y e r o f H e a l i n g
5. Blue. The target takes 10d6 cold damage on a failed
2nd-level evocation
save, or half as much damage on a successful one.
Casting Time: 10 minutes 6. Indigo. On a failed save, the target is restrained.
Range: 30 feet It must then make a Constitution saving throw at the
Components: V end of each of its turns. If it successfully saves three
Duration: Instantaneous times, the spell ends. If it fails its save three times,
it permanently turns to stone and is subjected to the
Up to six creatures of your choice that you can see
petrified condition. The successes and failures don’t
within range each regain hit points equal to 2d8 + your
need to be consecutive; keep track of both until the
spellcasting ability modifier. This spell has no effect on
target collects three of a kind.
undead or constructs.
7. Violet. On a failed save, the target is blinded. It
At Higher Levels. W hen you cast this spell using a
must then make a W isdom saving throw at the start of
spell slot of 3rd level or higher, the healing increases by
your next turn. A successful save ends the blindness. If
1d8 for each slot level above 2nd.
it fails that save, the creature is transported to another
P r e s t i d i g i t a t i o n plane of existence of the DM ’s choosing and is no longer
Transmutation cantrip blinded. (Typically, a creature that is on a plane that isn’t
its hom e plane is banished home, while other creatures
Casting Time: 1 action
are usually cast into the Astral or Ethereal planes.)
Range: 10 feet
8. Special. The target is struck by two rays. Roll twice
Components: V, S
more, rerolling any 8.
Duration: Up to 1 hour
This spell is a m inor m agical trick that novice P r i s m a t i c W a l l
spellcasters use for practice. You create one of the 9th-level abjuration
following m agical effects within range:
Casting Time: 1 action
• You create an instantaneous, harm less sensory effect, Range: 60 feet
such as a shower of sparks, a puff of wind, faint musi Components: V, S
cal notes, or an odd odor. Duration: 10 minutes
• You instantaneously light or snuff out a candle, a
A shimmering, m ulticolored plane of light form s a
torch, or a small campfire.
vertical opaque wall—up to 90 feet long, 30 feet high,
• You instantaneously clean or soil an object no larger
and 1 inch thick—centered on a point you can see
than 1 cubic foot. within range. Alternatively, you can shape the wall into
• You chill, warm, or flavor up to 1 cubic foot of nonliv a sphere up to 30 feet in diameter centered on a point
ing material for 1 hour.
you choose within range. The wall remains in place for
• You make a color, a small mark, or a symbol appear
the duration. If you position the wall so that it passes
on an object or a surface for 1 hour.
through a space occupied by a creature, the spell fails,
• You create a nonm agical trinket or an illusory image
and your action and the spell slot are wasted.
that can fit in your hand and that lasts until the end of The wall sheds bright light out to a range of 100
your next turn. feet and dim light for an additional 100 feet. You and
If you cast this spell multiple times, you can have up to creatures you designate at the time you cast the spell
three o f its non-instantaneous effects active at a time, can pass through and remain near the wall without
and you can dismiss such an effect as an action. harm. If another creature that can see the wall m oves to
within 20 feet of it or starts its turn there, the creature

