Prismatic Rays
Prismatic Rays
7th Level - Evocation
Casting Time: 1 action
Range: Self (18-foot cone)
Components: V, S
Duration: Instantaneous
Eight rays of multicolored light burst forth from your hand. Each ray is a different color and has a unique effect. Each creature in an 18-foot cone must make a Dexterity saving throw. For each target, roll 1d8 to determine the color of the ray that affects them.
1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 10d6 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 succeeds on three saving throws, the effect ends. If it fails three saving throws, it is permanently turned to stone and is petrified. Successes and failures do not need to be consecutive; keep track of your failures and successes each turn until you have three in one category.
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. If it succeeds on this new saving throw, the blindness ends. If it fails, the creature is transported to another plane of existence chosen by the DM and is no longer blinded (typically, a creature not on its home plane is sent back there, while others are usually transported to the Astral Plane or the Ethereal Plane).
8. Special. The target is struck by two rays. Roll the die twice and reroll all 8s.