Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
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 effects it. Each color does a 1d4 of a different type of damage.
- Red. Fire damage. The target must succeed on a Strength saving throw, or be set on fire.
- Orange. Acid damage. The target must succeed on a Dexterity saving throw, or take an additional 2d4 of damage.
- Yellow. Lightning damage. The target must succeed on a Constitution saving throw, or they can't take reactions until the start of its next turn.
- Green. Poison damage. The target must succeed on a Intelligence saving throw, or have disadvantage on their next saving throw.
- Blue. Cold damage. The target must succeed on a Wisdom saving throw, or have disadvantage on their next attack roll.
- Violet. Psychic damage. The target must succeed on a Charisma saving throw, or move 5 feet closer to you.
The spell creates more than one card when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.
* - (deck of cards)
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