Runarcana

Chapter 10 · Magic

Prismatic Spray

Elemental (light) 7th-level

Level
7
Casting Time
1 action
Range
Self (60-foot cone)
Components
V, S
Duration
Instantaneous
Light

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 ray affects it.

  1. Red. The target takes 10d6 incinerating damage on a failure, or half as much on a success.
  2. Orange. The target takes 10d6 antimonic damage on a failure, or half as much on a success.
  3. Yellow. The target takes 10d6 plasma damage on a failure, or half as much on a success.
  4. Green. The target takes 10d6 intoxicating damage on a failure, or half as much on a success.
  5. Blue. The target takes 10d6 glacial damage on a failure, or half as much on a success.
  6. Indigo. On a failure, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. With three successes, the spell ends. If it fails three times, it’s permanently transformed into 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 has three of a kind.
  7. Violet. On a failure, the target is Blinded. It must then make a Wisdom saving throw at the start of its turn. A success ends the Blindness. If it fails, the creature is transported to another Plane of Existence chosen by the GM and is no longer blind (normally, a creature that is on a Plane other than its home Plane is banished home, while other creatures are usually cast into the Spiritual Realm.)
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8s.