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.
1. Red: The target takes 1d6 + your spellcasting ability modifier fire damage.
2. Orange: The target takes 1d6 + your spellcasting ability modifier acid damage.
3. Yellow: The target takes 1d6 + your spellcasting ability modifier lightning damage.
4. Green: The target takes 1d6 + your spellcasting ability modifier poison damage.
5. Blue: The target takes 1d6 + your spellcasting ability modifier cold damage.
6. Violet: The target takes 1d6 psychic damage and must succeed on a Constitution saving throw or become blinded until the end of their next turn
The spell creates more than one card when you reach higher levels: two cards at 5th level, three 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.
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