...
You choose a portio n of dirt or stone that you can see
within range a nd that fits within a 5-foot cube. You ma-
njpulate it in one of the following ways:
- If you ta rget an area of loose ear t h, you can instan-
taneously excavate it, move it along the ground, a nd
deposit it up to 5 feet away. Trus movement doesn't
involve enough force to cause damage. - You cause s hapes, colors, or both to appear on the dirt
o r stone, spelling out words, creating images, or s hap-
ing patterns. The c hanges last for 1 hour. - If the dirt o r stone you target is on the ground, you
cause it to become difficult terrain. Alternative ly, you
can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instanta neous effects active at
a time, and you can dismiss s uch an effect as an actio n.
NEGATIVE ENERGY FLOOD
5th-level necromancy
Casting Time: 1 acti on
Range: 6 0 feet
Components: V, M (a broken bone a nd a square of
black silk)
Duration: Instantaneous
You send ribbons of negative e ne rgy at one creature you
can see within range. Unless the target is undead, it
mus t make a Cons titution saving throw, taking Sd12 ne-
crotic damage on a faile d save, o r half as much damage
o n a successful one. A target killed by this damage rises
up as a zombie at the start of your next turn. T he zombie
pursues whatever creature it can see that is closest to it.
Statistics for the zombie are in the Monster Manual.
If you target an undead with th is spell, t h e target
doesn't make a saving throw. Instead, roll Sdl2. The tar-
get gains ha lf t he total as temporary hit points.
POWER WORD PAIN
7th-level enchantmen t
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power that causes waves of intense
pain to assail one creature you can see within range.
If the target has 100 hit po ints or fewer, it is subject
to crippling pain. Otherwise, the spell has no effect
on it. A target is also unaffected if it is immune to be-
ing charmed.
While the target is affected by crippling pain , any
speed it has can be no higher tha n 10 feet. The target
also has disadvantage o n attack rolls, ability checks, and
saving throws, other than Constitutio n saving throws.
Finally, if the target tries to cast a spell, it must first suc-
ceed o n a Constitution saving throw, o r the casting fails
and the spell is wasted.
A target suffering this pain can make a Constitutio n
saving throw at the end of each of its turns. On a suc-
cessful save, the pain e nds.
PRIMAL SAVAGERY
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
You channel primal magic to cause your teeth or fin-
gernails to s harpen, ready to delive r a corrosive attack.
Make a melee spell attack against one creature within 5
feet of you. On a hi t, the target takes ldlO acid damage.
After you make the attack, your teeth o r fingernails re-
turn to normal.
The spell's damage increases by ldlO w he n you reach
5th level (2d10), 11th level (3d10), a nd 17 th level (4d10).
PRIMORDIAL WARD
6th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and
thunder d a mage for the spell's duration.
When you take damage of o ne of those types, you can
use your reaction to gain immunity to that type of dam-
age, including against the triggering damage. If you do
so, the resistances end, and you have the immuruty until
the end of your next turn, at which time the spell e nds.
PSYCHIC SCREAM
9th-level en chantmen t
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
You unleash the power of your mind to blast the intellect
of up to ten creatures of your choice that you can see
within range. Creatures that have a n Intelligence score
of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw.
On a failed save, a target takes 14d6 psychic damage
a nd is stunned. On a successful save, a target takes half
as much d a mage and isn't stunned. If a target is killed
by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving
throw at the end of each of its turns. On a successful
save, the stunning effect ends.
PYROTECHNICS
2nd-level transmutation
Casting Time: 1 action
Range: 6 0 feet
Components: V, S
Duration: Instantaneous
Choose an area of nonmagical fla me that you can see
and that fits w ithin a 5-foot cube within range. You can
extinguis h the fire in that area, and you create either
fireworks or smoke when you do so.
Fireworks. T he ta rget explodes with a dazzling dis-
play of colors. Each creature within 10 feet of the target
CHAPTER 3 I SPELLS