Twelve 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 d12 to determine which color ray affects it.
1. Red. The target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 8d6 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 8d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 8d6 cold damage on a failed save, or half as much damage on a successful one.
6. Black. The target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
7. White. The target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.
8. Pink. The target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
9. Violet. The target takes 8d6 thunder damage on a failed save, or half as much damage on a successful one.
10. Indigo. The target takes 8d6 force damage on a failed save, or half as much damage on a successful one.
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