Level
                        
                        
                            7th
                        
                    
                            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.
- Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
- 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.
- 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.)
- Special. The target is struck by two rays. Roll twice more, rerolling any 8.







 
     
                        
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Posted Jul 16, 2022big bad evil guy
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Posted Sep 20, 2022What if you grab something and then do prismatic spray? Do they take all of the damage or just one roll f damage?
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Posted Sep 24, 2022Spell says what it says it does. 1 ray per target max unless a lucky 8 is rolled
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Posted Sep 29, 2022So, if all the light rays originate from the caster's hand, what would happen if the caster walked up to the enemy, put his hand on the enemy's face, and cast this spell?
would it make sense that all light rays will affect this enemy?
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Posted Apr 24, 2023Spells only do what they say they do, and this is very clearly intended to be an area of effect spell; your DM is free rule differently if you're burning the spell to only hit a single target, but they're under no obligation to do so.
Just because we take turns doesn't mean the enemy is just standing in place like an idiot letting you do whatever you want to them; they're not just going to let you put your hand on their face while you warm up to casting the spell. At the very least you'd need to Grapple them first, otherwise there's no reason to assume they won't try to dodge (which is what the Dexterity saving throw is for). Even with a grapple I probably wouldn't go beyond imposing disadvantage on the save (because it's only harder to dodge, not impossible).
That said, for a cone spell it would actually be easier to dodge the closer you are to the caster, because they're trying to get with the smallest part of the area.
So realistically you'd be looking at something like having the target be paralyzed first (e.g- an ally uses hold person) then you cast point blank, but even in that scenario as a DM the bargain I would offer is the spell hits no-one else, and the target gets an automatic eight (two beams), because anything more is way too powerful, there are single target spells that do less damage than that.
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Posted Jun 1, 2023"Big Bad Evil Guy" pretty much the main villain of the campaign, hope that helps :)
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Posted Jul 14, 2023This is so much weaker than I expected it to be. Why would a Wizard ever take this and cast it? You already have better lower level spells that, upcast to 7th, are better than this.
If every target in the cone was automatically struck by two beams, it might be worth trying. But with each target having only a 12.5% chance of getting hit by two beams, you are better off upcasting Fireball, Cone of Cone, Lightning Bolt or any number of other spells.
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Posted Aug 13, 2023Thats a devastating spell wow
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Posted Oct 31, 2023No actually, you roll anyway. Even if they succeed, they might still suffer an effect, such as half damage from results 1 through 5 and taking half damage only. That said, results 6 and 7 do nothing if they succeed. Either way, you still need to determine which ray goes after a target that succeeded their save - to determine if they take half damage, or completely avoid a petrification ray.
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Posted Nov 17, 2023When you eat too many Skittles
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Posted Feb 23, 2024i cant see this spell or add it to my spellbook for some reason, by dm doesnt know what to do about it. can someone help?
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Posted May 28, 2024Mordenkainen’s Sword isn’t that much worse, there’s no save and not many enemies have Resistance of Immunity to force damage.
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Posted Aug 1, 2025Gayspray gayspray gayspray gayspray