Prismatic Spray
7th-Level Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: VS
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.
1-Red. The target takes 12d6 fire damage on a failed save, or half as much damage on a successful one.
2-Orange. The target takes 12d6 acid damage on a failed save, or half as much damage on a successful one.
3-Yellow. The target takes 12d6 lightning damage on a failed save, or half as much damage on a successful one.
4-Green. The target takes 12d6 poison damage on a failed save, or half as much damage on a successful one.
5-Blue. The target takes 12d6 cold damage on a failed save, or half as much damage on a successful one.
6-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 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.
7-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 DM'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.)
8-Special. The target is struck by two rays. Roll two additional times, rerolling duplicate rays. A creature can only be struck by each ray once.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of damaging rays deal an additional 2d6 damage for each slot level above 7th.
Source: PHB 267, SRD
Changelog
- Altered base damage of Red to 12d6 from 10d6.
- Altered base damage of Orange to 12d6 from 10d6.
- Altered base damage of Yellow to 12d6 from 10d6.
- Altered base damage of Green to 12d6 from 10d6.
- Altered base damage of Blue to 12d6 from 10d6.
- Added upcasting option.
- Changed 8 result to reroll duplicates.