5 multicolored rays of light flash from you. Each ray is a different color and has a different power and purpose. Each creature in a 30-foot cone must make a Dexterity saving throw. For each target, roll a d6 to determine which color ray affects it.
1. Red. The target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
2. White. The target takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
3. Black. The target takes 5d6 acid damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 5d6 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.
6. Special. The target is struck by two rays. Roll twice more, rerolling any 8.