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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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