Power Words (Alt Command)
Level 1 Enchantment or Evocation
Casting Time: Action
Range: 60 feet unless noted otherwise in text
Components: V
Duration: Instantaneous, 1 round, or concentration up to 1 minute (see text)
You know five archaic words of power selected from the options below. As an Action, you utter one of these words, affecting a creature you can see within range. The target must succeed on a saving throw (type is indicated in parentheses), or be affected by the power word.
Some typical power words and their effects follow. You might learn a power word other than ones described here. If you do, the DM determines the spell’s effect.
Power words are not language dependant. Few creatures actually speak the language of power words. The syllables, vibrations, tone and inflection of these words carry primordial, cosmic power.
Undead and constructs are immune to power words.
Approach(Wisdom). The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Burn(Dexterity). Range 30 ft, target takes 2d10 fire damage, or half as much on a successful save.
Drop(Wisdom). The target drops whatever it is holding and then ends its turn.
Flee(Wisdom). The target spends its turn moving away from you by the fastest available means.
Grovel(Wisdom). The target falls prone and then ends its turn.
Halt(Wisdom). The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Laugh(Wisdom). Creatures with Intelligence scores of 3 or less are immune. The target falls prone and is incapacitated, unable to stand for as long as you maintain concentration, up to a maximum of 1 minute. At the end of each of its turns and whenever it takes damage, it makes another Wisdom saving throw. On a success, the spell ends.
Stumble(Dexterity). The target falls prone and then ends its turn.
Trauma(Charisma). The target takes 1d10 psychic damage and is slowed for 1 round. On a successful save, the target takes half as much damage and is not slowed.
Wound(Constitution). The target takes 2d10 necrotic damage. On a successful save, the target takes half as much damage.
Using a Higher-Level Spell Slot. You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Other power words are also available at higher levels, as outlined below. Each is considered a separate spell.
2nd-Level Power Words:
Blind (Constitution). Range 30 ft, target is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Deaf(Constitution). Range 30 ft, target is deafened for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Hold (Person) (Wisdom).The target is paralyzed for up to 1 minute (concentration). At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.
Weaken(Constitution). The target deals only half damage with weapon attacks that use Strength for up to 1 minute (concentration). At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
3rd-Level Power Words: Haste,Slow
4th level Power Words:Banishment,Confusion
5th level Power Words:Hold (Monster)
6th level Power Words:Dance
7th level Power Words:Death,Pain
8th level Power Words:Maze,Stun
9th level Power Words:Kill
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