You conjure and then throw a magical card with a random magical effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card with the following colors, which each have a unique effect and purpose. For each target, roll a d10 to determine which color card effects it.
1. Red: Target takes 1d4 + your spellcasting ability modifier fire damage.
2. Orange: Target takes 1d4 + your spellcasting ability modifier acid damage.
3. Yellow: Target takes 1d4 + your spellcasting ability modifier lightning damage.
4. Green: Target takes 1d4 poison damage and must succeed on a Constitution saving throw DC 12, or become poisoned for 30 minutes.
5. Cyan: Target takes 1d4 + your spellcasting ability modifier force damage.
6. Blue: Target takes 1d4 + your spellcasting ability modifier cold damage.
7. Violet: Target takes 1d4 psychic damage and must succeed on a Wisdom saving throw DC 12, or become blinded until the end of their next turn.
8. White: Target takes 1d4 + your spellcasting ability modifier radiant damage.
9. Grey: Target takes 1d4 thunder damage and must succeed on a Strength saving throw DC 12, or be knocked back 15ft away.
10. Black: Target takes 1d4 + your spellcasting ability modifier necrotic damage.
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