Level
6th
Casting Time
1 Action
Range/Area
Self (60 ft. )
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire (...)

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 color ray affects it.

  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 successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to 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 collects three of a kind.
  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. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

    This spell was created by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers. 

Spell Tags: Damage Control

Available For: Sorcerer (Legacy) Wizard (Legacy)

WishfulWarlock3

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