You hurl a 4-inch-diameter multicolored sphere of scintillating energy at a creature that you can see within range. Make a ranged spell attack against the target. If the attack hits, roll a d8 to determine which layer of energy hits the creature.
1. Red. The target takes 5d10 fire damage.
2. Orange. The target takes 5d10 acid damage.
3. Yellow. The target takes 5d10 lightning damage.
4. Green. The target takes 5d10 poison damage.
5. Blue. The target takes 5d10 cold damage.
6. Indigo. 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. 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 blinded for 1 hour or until the condition has been dispelled.
8. Special. The target is struck by two layers at the same time. Roll twice more, rerolling any 8.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
* - (a diamond worth at least 200 gp)
Hmmm. Maybe make this spell a sphere area of effect.
I really like this spell, great mashup, and absolutely brutal if you get a critical and roll an 8 plus two damage results.
Since there's something clearly wrong with me, I spent way longer than I probably should have done figuring out how to fully automate this on Avrae. To add it to Avrae go to avrae.io/dashboard/homebrew/spells and create or edit a tome, and use the "Import JSON" option to add a new spell, and copy/paste the following (inside the spoiler):
You should then be able to use the tome command in Avrae to add the tome, and if necessary use the spellbook command to add the spell to a character (though it should be recognised as long as you added it to your character sheet).
This should then cause the spell to automatically roll the colour and tell you the effect(s), rolling for any damage type(s) as necessary. It handles the result of an 8 automatically (rolls two d7's and shows both effects).
In terms of spell balance I do wonder at the two effect roll; I just tested the spell at 8th level, rolled a crit and 223 lightning damage. While that's a lot to a single target, it's not as much as a Chain Lightning using the Destructive Wrath Channel Divinity can across multiple targets, so… maybe fine?
Hm, permanent petrification from a 3rd level spell? I can tell this spell is based on Prismatic Wall and Prismatic Spray, but keep in mind that those are 9th and 7th level spells. 5th level characters will have no way of dealing with permanent petrification.
I’d suggest lowering it down to petrification for an hour or something, as if you have a bad Construction score (or even just lacking proficiency with the saves), getting hit by this could very easily result in death.
Wait a second? The creator of this spell says Sorce, one of the DDB Mods. Is this the real Sorce or is someone trying to impersonate him? If the latter is true, we must report this user.
Considering the fact that this spell go featured in an article from DDB I think this is from the real Sorce.
Is that aloud though? He is part of the DDB staff. This article must feature spells created by the community (regular DDB users). The point of the article is it showcases the creativity of D&D Beyond users.
5d10 is a lot of damage. Wizards aren't great at single-target damage spells, but this one does the same potential damage as a fireball (technically 2 extra potential points!).
Secondly, the stat block says "CON save", but the description says "ranged spell attack". which? Or both - you have to hit, and then a save could still negate it completely?
Lastly, I feel like this should be a little disco-ball, maybe hitting 1-3 foes within 5'?
I mean, it does take a 200 gp diamond to cast
You just need to *have* a 200gp diamond. By 5th level, that shouldn't be a problem; keep it in the pocket with your 100gp pearl. Or borrow it from the cleric - he's got one for revivify, anyway.
Is it though? The basic damage is only a few points more than fireball can do to a single target on average, but you don't fling fireballs at single targets; if you hit two with fireball then you're basically guaranteed to do around the same damage even if both succeed on the save, but realistically you'll aim for at least three, and expect some to fail so the average damage for a fireball should be quite a bit higher.
Where prismatic orb gets tricky is that it can deal double damage, and as an attack spell it can potentially get a critical hit as well. Ignoring the double damage (needs to roll an 8 and then two results of 1-5), the damage is only a tiny bit higher than the average for a third level chromatic orb (and generally higher level spells do have better damage for the same level as an upcast lower level spell), so that's not necessarily a problem.
If you refer to the section for spell damage under Creating a Spell in the Dungeon Master's Guide, 5d10 is exactly the recommended amount for a single-target spell at 3rd-level. It's that potential for a double load of damage that makes it trickier, though it also has a 1/4 chance to deal no damage at all (blinded or restrained instead).
To be fair, you need to get hit by it, roll a 6 and then fail three saves. At 5th level the caster probably doesn't have a very high spell save DC; for players vs. enemies most fights are over too fast for petrification to apply anyway, and for enemies vs. players you could possibly argue dispel magic (though technically the duration of instantaneous prevents that) or you just to need to bolster the saves somehow (bless or similar) and you should be fine.
Even the "basic" petrification spell, flesh to stone is a concentration spell, so non-spellcasters, who don't have dispel magic or bless, have ways to protect against it by frantically beating the snot out of the caster. If the petrifying condition of this spell required the caster to concentrate on it, or if the petrified condition were limited to one hour or one day (as was suggested before), then I'd go along with it. But as it stands, the current petrifying condition on this spell is a bit powerful compared to the rest. Otherwise, this is a pretty cool spell!
I don't like how it only scales if you happen to roll a damage option, so here is my suggestion:
Additional targets on this spell would actually cause it to scale much, much faster in terms of total damage dealt, if you consider that two hits is essentially double damage, rather than just a single extra dice.
keep in mind that fireball deals 8d6 (avg 28) fire damage: one of the most resisted damage types, no riders, and it's STILL considered OP for it's level. This deals 5d10 (avg 27.5) damage probably of a less resisted type, and can permanently petrify a target, which is OP for a 5th level spell. Coll idea though.
Also flesh to stone is 6th level