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Power Word Kill • You create an instantaneous, harmless sensory
9th- level enchantment effect, such as a shower of sparks, a puff of wind,
faint musical notes, or an odd odor.
Casting Time: 1 action • You instantaneously light or snuff out a candle, a
Range: 60 feet torch, or a small campfire.
Components: V • You instantaneously clean or soil an object no
Duration: Instantaneous larger than 1 cubic foot.
You utter a word of power that can compel one • You chill, warm, or flavor up to 1 cubic foot of
creature you can see within range to die instantly. If nonliving material for 1 hour.
the creature you choose has 100 hit points or fewer, • You make a color, a small mark, or a symbol
it dies. Otherwise, the spell has no effect. appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory
Power Word Stun image that can fit in your hand and that lasts until
8th- level enchantment the end of your next turn.
Casting Time: 1 action If you cast this spell multiple times, you can have up
Range: 60 feet to three of its non- instantaneous effects active at a
Components: V time, and you can dismiss such an effect as an action.
Duration: Instantaneous
Prismatic Spray
You speak a word of power that can overwhelm the 7th- level evocation
mind of one creature you can see within range,
leaving it dumbfounded. If the target has 150 hit Casting Time: 1 action
points or fewer, it is stunned. Otherwise, the spell Range: Self (60- foot cone)
has no effect. Components: V, S
The stunned target must make a Constitution Duration: Instantaneous
saving throw at the end of each of its turns. On a Eight multicolored rays of light flash from your hand.
successful save, this stunning effect ends. Each ray is a different color and has a different
power and purpose. Each creature in a 60- foot cone
Prayer of Healing must make a Dexterity saving throw. For each target,
2nd- level evocation roll a d8 to determine which color ray affects it.
Casting Time: 10 minutes 1. Red. The target takes 10d6 fire damage on a
Range: 30 feet failed save, or half as much damage on a successful
Components: V one.
Duration: Instantaneous 2. Orange. The target takes 10d6 acid damage on
a failed save, or half as much damage on a successful
Up to six creatures of your choice that you can see one.
within range each regain hit points equal to 2d8 + 3. Yellow. The target takes 10d6 lightning damage
your spellcasting ability modifier. This spell has no on a failed save, or half as much damage on a
effect on undead or constructs. successful one.
At Higher Levels. When you cast this spell using a 4. Green. The target takes 10d6 poison damage on
spell slot of 3rd level or higher, the healing increases a failed save, or half as much damage on a successful
by 1d8 for each slot level above 2nd. one.
5. Blue. The target takes 10d6 cold damage on a
Prestidigitation failed save, or half as much damage on a successful
Transmutation cantrip one.
Casting Time: 1 action 6. Indigo. On a failed save, the target is restrained.
Range: 10 feet It must then make a Constitution saving throw at the
Components: V, S end of each of its turns. If it successfully saves three
Duration: Up to 1 hour times, the spell ends. If it fails its save three times, it
permanently turns to stone and is subjected to the
This spell is a minor magical trick that novice petrified condition. The successes and failures don’t
spellcasters use for practice. You create one of the need to be consecutive; keep track of both until the
following magical effects within range: target collects three of a kind.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 170

