Page 268 - Player's Handbook
P. 268
Vouutter a word of power that can compel one creature PRISMATIC SPRAY
you can see within range to die instantly. lf the 7th.level evocation
creature you choose has 100 hit points or fewer. it dies. Casting Time: I action
Otherwise. the spell has no effect.
Range: Self (60-foot cone)
POWER WORD STUN Components: V.S
8th-levei enchantment Duration: Instantaneous
Casting Time: I action Eight multicolored rays of light flash fram your hand.
Range: 60 feet Each ray is a different color and has a different power
Components: V and purpose. Each creature in a 60-foot cone must
Duration: Instantaneous make a Dexterity saving thraw. For each target. roll a d8
to determine which color ray affects il.
Vouspeak a word of power that can overwhelm the 1. Red. The target takes IOd6 tire damage on a failed
mind of one creature you can see within range. leaving save. or half as much damage on a successful one.
it dumbfounded. lf the target has 150 hit points or fewer. 2. Orange. The target takes IOd6 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 IOd6lightning damage on a
thraw at the end of 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 IOd6 poison damage on a
failed save. or half as much damage on a successful one.
PRAYER OF HEALING 5. B/ue. The target takes IOd6 cold damage on a failed
2nd-leveI 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 lt must then make a Constitution saving thraw 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.
Up to six creatures of your choice that you can see it permanently turns to stone and is subjected to the
within range each regain hit points equal to 2d8+ your petritied condition. The successes and failures don't
spellcasting ability moditier. This spell has no effect on need to be consecutive; keep track of both until the
undead or constructs. target collects three of a kind.
At Higher Leve/s. When you cast this spell using a 7. Vio/et, On a failed save, the target is blinded. lt
spell slot of 3rd levei or higher. the healing increases by must then make a Wisdom saving throw at the start of
ld8 for each slot leveI above 2nd. your next turno A successful save ends the blindness. lf
it fails that save, the creature is transported to another
PRESTIDIGITATION 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 home plane is banished home. while other creatures
Casting Time: 1 action
Range: 10 feet are usually cast into the Astral or Ethereal planes.)
Components: V.S 8. Specia/. The target is struck by two rays. Roll twice
Duration: Up to I hour more, rerolling any 8.
This spell is a minor magical trick that novice PRISMATIC WALL
spellcasters use for practice. Voucreate one of the 9th-leveI abjuration
following magical effects within range: Casting Time: 1 action
Vou create an instantaneous. harmless 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
Vou instantaneously light or snuff out a candle. a A shimmering, multicolored plane of light forms a
torch. or a small camptire. vertical opaque wall-up to 90 feet long. 30 feet high.
Vou instantaneously dean or soil an object no larger and I inch thick-centered on a point you can see
than 1 cubic fool. within range. Alternatively, you can shape the wall into
Vouchill. warm. or flavor up to I cubic foot of nonliv- a sphere up to 30 feet in dia meter centered on a point
ing material for I hour. you choose within range. The wall remains in place for
Voumake a color. a small mark. or a symbol appear the duration.lfyou position the wall so that it passes
on an object ar a surface for I hour. through a space occupied by a creature. the spell fails.
Vou create a nonmagical trinket or an iIlusory image and your action and the spell slot are wasted.
that can tit in your hand and that lasts until the end of The wall sheds bright light out to a range of 100
your next turno feet and dim light for an additional 100 feel. Vouand
lfyou cast this spell multiple times. YOll can have IIp to creatures you designate at the lime you cast the spell
three of its non-instantaneous effects aclive 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 moves to
within 20 feet of it or starts its tum there. the creature
PART 3 I SPELLS

