Prismatic Spray

You unleash 8 rays of light, each with a different purpose and effect. For each target in the area, roll a d8 to determine the ray that affects it.

1—Red: The target takes 10d6 fire damage.

2—Orange: The target takes 10d6 acid damage.

3—Yellow: The target takes 10d6 lightning damage.

4—Green: The target takes 10d6 poison damage.

5—Blue: The target takes 10d6 cold damage.

6—Indigo: The target is restrained and at the end of each of its turns it makes a Constitution saving throw. Once it accumulates two failed saves it permanently turns to stone, or when it accumulates two successful saves the effect ends.

7—Violet: The target is blinded. At the start of your next turn, the target makes a Wisdom saving throw, ending the effect on a success.

On a failed save, the target is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane.

8—Special: The target is hit by two rays.

Roll a d8 twice to determine which rays, rerolling any 8s.

Classes


slugprismatic-spray-a5e

higher_level

page

rangeself

target_range_sort0

componentsV, S

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsNo

material

can_be_cast_as_ritualNo

durationInstantaneous

requires_concentrationNo

casting_time1 action

level_int7

spell_level7

schoolEvocation

dnd_classSorcerer, Wizard

archetype

circles

document__sluga5e

document__titleLevel Up Advanced 5e

document__license_urlhttp://open5e.com/legal

document__urlhttps://a5esrd.com/a5esrd