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Prismatic Spray in Dungeons & Dragons 5e

Basic Rules (2014) - Modified

Prismatic Spray

7-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: V, S
Duration: Instantaneous

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 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1d8Ray
1Red. The target takes 12d6 fire damage on a failed save, or half as much damage on a successful one.
2Orange. The target takes 12d6 acid damage on a failed save, or half as much damage on a successful one.
3Yellow. The target takes 12d6 lightning damage on a failed save, or half as much damage on a successful one.
4Green. The target takes 12d6 poison damage on a failed save, or half as much damage on a successful one.
5Blue. The target takes 12d6 cold damage on a failed save, or half as much damage on a successful one.
6Indigo. 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 three times, the spell ends. If it fails its save three times, 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 collects three of a kind.
7Violet. The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Available for: Sorcerer, Wizard

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