- Level: 7
- Casting time: 1 Action
- Components: V, S
- Range(area): Self (60 foot cone)
- Attack(save): DEX save
- Damage(effect): Fire
- School: Evocation
- Duration: instantaneous
Prismatic Spray 5e
From your hand eight multicolored rays flashes. The color of each ray is different and also each of them has a different power or purpose. Creatures that are in a 60-foot cone must make a Dexterity saving throw. Roll a d8 to determine which color ray affects each target.
Also read:
Red – On a failed save, the target takes 10d6 fire damage. And, on a successful save, it takes half as much damage.
Yellow – On a failed save, the target takes 10d6 lightning damage, or on a successful save it takes half as much damage.
Orange – On a failed save, the target takes 10d6 acid damage and on a successful save it takes half as much damage.
Green – On a failed save, the target takes 10d6 poison damage and on a successful save it takes half as much damage.
Blue – On a failed save, the target takes 10d6 cold damage and on a successful save it takes half as much damage.
Violet – The target is blinded on a failed save. Then at the start of your next turn, it must make a Wisdom saving throw. If the save is successful, it ends the blindness. And, if it fails that save, the creature is then transported to another plane of existence of the GM’s choosing and is no longer blinded. (Normally, a creature that is on a plane that is not its home plane is banished home, whereas other creatures are normally cast into the Astral or ethereal planes.)
Indigo – The target restrained on a failed save. Then, at the end of each of its turns, it must make a Constitution saving throw. The Prismatic Spray 5e spell ends if it successfully saves three times. In case it fails save three times then it turns to stone forever and subjected to the petrified condition. The successes and failures do not need to be consecutive; keep track of each until the target collects 3 of a type.
Special – The target is hit by 2 rays. Roll twice more, rerolling any 8.
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