Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
Ranged
Damage/Effect
Special
You conjure and then throw a magical card with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card of one of the following colors, which each have a unique effect and purpose. For each target, roll a d6 to determine which color card affects it.
- Red: The target takes 2d8 + your spellcasting ability modifier fire damage and must succeed on a Dexterity saving throw or become blinded until the end of your next turn.
- Orange: The target takes 2d8 + your spellcasting ability modifier acid damage and must succeed on a Charisma saving throw or become frightened of you until the end of your next turn.
- Yellow: The target takes 2d8 + your spellcasting ability modifier lightning damage and must succeed on a Strength saving throw or become stunned until the end of your next turn.
- Green: The target takes 2d8 + your spellcasting ability modifier poison damage and must succeed on a Constitution saving throw or become poisoned until the end of your next turn.
- Blue: The target takes 2d8 + your spellcasting ability modifier cold damage and must succeed on an Intelligence saving throw or become restrained by illusionary ice until the end of your next turn.
- Violet: The target takes 2d8 psychic damage and must succeed on a Wisdom saving throw or become blinded until the end of your next turn.
The spell creates an additional card per level when cast at a higher level (ex. 2 cards at level three, 3 at level four, etc). You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.
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