Page 164 - DnD 5e - Xanathar's Guide to Everything
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You choose a portion of dirt or stone that you can see   PRIMAL SAVAGERY
           within range and that fits within a 5-foot cube. You ma-  Transmutation cantrip
           njpulate it in one of the following ways:
                                                                Casting Time: 1 action
           •  If you target an area of loose earth, you can instan-  Range: Self
             taneously excavate it, move it along the ground, and   Components: S
             deposit it up to 5 feet away. Trus movement doesn't   Duration: Instantaneous
             involve enough force to cause damage.
                                                                You channel primal magic to cause your teeth or fin-
           •  You cause shapes, colors, or both to appear on the dirt
                                                                gernails to s harpen, ready to deliver a corrosive attack.
             or stone, spelling out words, creating images, or shap-
                                                                Make a melee spell attack against one creature within 5
             ing patterns. The changes last for 1 hour.         feet of you. On a hit, the target takes ldlO acid damage .
           •  If the dirt or stone you target is on the ground, you   After you make the attack, your teeth or fingernails re-
             cause it to become difficult terrain. Alternatively, you
                                                                turn to normal.
             can cause the ground to become normal terrain if it is
                                                                 The spell's damage increases by ldlO when you reach
             already difficult terrain. This change lasts for 1 hour.
                                                                5th level (2d10), 11th level (3d10), and 17th level (4d10).
           If you cast this spell multiple times, you can have no
           more than two of its non-instantaneous effects active at   PRIMORDIAL WARD
           a time, and you can dismiss s uch an effect as an action.   6th-level abjuration
                                                                Casting Time: 1 action
           NEGATIVE ENERGY FLOOD
                                                                Range: Self
           5th-level necromancy                                 Components: V, S
           Casting Time: 1 action                               Duration: Concentration, up to 1 minute
           Range: 60 feet                                       You have resistance to acid, cold, fire, lightning, and
           Components: V, M (a  broken bone and a square of
                                                                thunder damage for the spell's duration.
             black s ilk)
                                                                  When you take damage of one of those types, you can
           Duration: Instantaneous
                                                                use your reaction to gain immunity to that type of dam-
           You send ribbons of negative energy at one creature you   age, including against the triggering damage. If you do
           can see within range. Unless the target is undead, it   so, the resistances end, and you have the immuruty until
           mus t make a Constitution saving throw, taking Sd12 ne-  the end of your next turn, at which time the spell ends.
           crotic damage on a failed save, or half as much damage
           on a successful one. A target killed by this damage rises   PSYCHIC SCREAM
           up as a zombie at the start of your next turn. T he zombie   9th-level enchantment
           pursues whatever creature it can see that is closest to it.   Casting Time: 1 action
           Statistics for the zombie are in the Monster Manual.   Range: 90 feet
             If you target an undead with th is spell, the target   Components: S
           doesn't make a saving throw. Instead, roll Sdl2. The tar-  Duration: Instantaneous
           get gains half the total as temporary hit points.
                                                                You unleash the power of your mind to blast the intellect
                                                                of up to ten creatures of your choice that you can see
           POWER WORD PAIN
           7th-level enchantment                                within range. Creatures that have an Intelligence score
                                                                of 2 or lower are unaffected.
           Casting Time: 1 action                                 Each target must make an Intelligence saving throw.
           Range: 60 feet                                       On a failed save, a target takes 14d6 psychic damage
           Components: V
                                                                and is stunned. On a successful save, a target takes half
           Duration: Instantaneous
                                                                as much damage and isn't stunned. If a target is killed
           You speak a word of power that causes waves of intense   by this damage, its head explodes, assuming it has one.
           pain to assail one creature you can see within range.   A stunned target can make an Intelligence saving
           If the target has 100 hit points or fewer, it is subject   throw at the end of each of its turns. On a successful
           to crippling pain. Otherwise, the spell has no effect   save, the stunning effect ends.
           on it. A target is also unaffected if it is immune to be-
           ing charmed.                                         PYROTECHNICS
             While the target is affected by crippling pain, any   2nd-level transmutation
           speed it has can be no higher than 10 feet. The target   Casting Time: 1 action
           also has disadvantage on attack rolls, ability checks, and   Range: 60 feet
           saving throws, other than Constitution saving throws.   Components: V, S
           Finally, if the target tries to cast a spell, it must first suc-  Duration: Instantaneous
           ceed on a Constitution saving throw, or the casting fails
                                                                Choose an area of nonmagical flame that you can see
           and the spell is wasted.
                                                                and that fits within a 5-foot cube within range. You can
             A target suffering this pain can make a Constitution
                                                                extinguish the fire in that ar ea, and you create either
           saving throw at the end of each of its turns. On a suc-
                                                                fireworks or smoke when you do so.
           cessful save, the pain ends.
                                                                  Fireworks. The target explodes with a dazzling dis-
                                                                play of colors. Each creature within 10 feet of the target
                                                                                               CHAPTER  3  I SPELLS

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