Prismatic Spray
Level 7 Evocation spell
Range
SelfDuration
instant
Cast timeaction
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60ft cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
- Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
- Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves
3times, the spell ends. If it fails its save3times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects3of a kind. - Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
- Special. The target is struck by
2rays. Roll twice more, rerolling any8.
- name Prismatic Spray
- classes
- Sorcerer
- Wizard
- type spell
- level 7
- school Evocation
- casting_time action
- range -1
- range_area 60
- range_type cone
- components V, S
- duration instant
- effect damage