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
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