A beam of multicolored light flashes out from your hand in a 5-foot-wide, 60-foot-long line each color has a different effect. Roll a d4 for each target to determine which color affects it.
1-White: The target must make a Constitution saving throw, taking 6d8 radiant damage and being blinded until your next turn on a failed save, or half as much damage and isn't blinded on a successful one.
2-Green: The target must make a Dexterity saving throw, taking 6d8 acid damage and another 3d8 acid damage at the end of its next turn on a failed save, or half as much initial damage and no additional damage on the end of its next turn on a successful one.
3-Blue: The target must make an Intelligence saving throw, taking 6d8 psychic damage and having its speed reduced to 0 on a failed save, or half as much damage and no speed reduction on a successful one.
4-Violet: The target must make a Wisdom saving throw. On a failure, the target takes 6d8 force damage, as well as a -2 penalty to AC and Dexterity Saving Throws, can't use Reactions, and on its turn, it can use either an action or a bonus action, not both, as well as being unable to make more than one melee or ranged attack. On a failed save, the target takes half as much damage and no other effects.
You can create a new line of light as your action on any turn until the spell ends.
For the duration, a mote of brilliant multicolored light shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
* - (a prism)Previous Versions
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7/6/2022 1:22:02 PM
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5
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Coming Soon
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3/12/2023 1:21:11 PM
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8
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2
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6
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Coming Soon
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