A weapon you touch becomes imbued with prismatic energy. Every time you hit a target with the weapon while the spell is active, the weapon has an additional effect, determined by rolling a d6.
1. Radiance. On a hit, the target takes an additional 10d6 radiant damage and must succeed on a Constitution saving throw or be blinded until the start of your next turn.
2. Enfeeblement. The target takes an additional 10d6 poison damage, and their strength score is halved until the spell ends.
3. Paralysis. The target must succeed on a Wisdom saving throw or be paralyzed until the start of your next turn.
4. Banishment. The target takes an additional 10d6 psychic damage. If this damage leaves the target with less than 100 hitpoints, the target must succeed on a Charisma saving throw or be banished to it's home plane. If the target is already on it's home plane, it is instead banished to a harmless demiplane until the spell ends.
5. Petrification. The target takes an additional 10d6 cold damage. If this damage leaves the target with less than 150 hitpoints, the target must succeed on a Strength saving throw or be turned to ice, becoming petrified. While petrified in this way, the target retains it's normal weight, has vulnerability to fire and bludgeoning damage, and loses 1 hitpoint per minute when in open sunlight.
6. Destruction. The target takes an additional 10d6 force damage. If this damage leaves the target with less than 100 hitpoints (and the target is not immune to force damage), the target is instantly annihilated, along with any nonmagical items it was wearing or carrying. If this effect strikes an object, it instantly destroys a 10-foot cube of said object. This effect can also destroy a construct of magical force, such as a forcecage.
* - (1 pound of ground up scales from at least two different types of chromatic dragons, which the spell consumes.)
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