SRD5:Prismatic Spray: Difference between revisions
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'''{{ | '''Prismatic Spray''' is a {{srd5lc|Spell}} in [[5e|5th edition]]. | ||
{{5e Spell | {{5e Spell | ||
|name=Prismatic Spary <!-- name of spell--> | |name=Prismatic Spary <!-- name of spell--> | ||
|sorttext= | |sorttext= | ||
|refs={{SRD5ref}} <ref>casters list ({{SRD5|Bard}}) — {{Cite Pub|Tasha's Cauldron of Everything|pages=27}}</ref> | |||
|level=7 <!-- level of spell, 0-9. please use 0 for cantrips. --> | |level=7 <!-- level of spell, 0-9. please use 0 for cantrips. --> | ||
|school=Evocation <!-- spell school name only; ex: Transmutation --> | |school=Evocation <!-- spell school name only; ex: Transmutation --> | ||
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|summary= <!-- summary for nav pages --> | |summary= <!-- summary for nav pages --> | ||
|fluff= <!-- not used--> | |fluff= <!-- not used--> | ||
|rules=Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each | |rules=Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each {{srd5lc|Creature}} in a 60-foot {{srd5lc|Cone}} must make a {{SRD5|Dexterity}} {{srd5lc|Saving Throw}}. For each target, roll a d8 to determine which color ray affects it. | ||
# '''Red.''' The target takes 10d6 {{srd5lc|Fire}} damage on a failed save, or | # '''Red.''' The target takes 10d6 {{srd5lc|Fire}} damage on a failed save, or {{srd5lc|Half}}{{5ertrd}} as much damage on a successful one. | ||
# '''Orange.''' The target takes 10d6 {{srd5lc|Acid}} damage on a failed save, or half as much damage on a successful one. | # '''Orange.''' The target takes 10d6 {{srd5lc|Acid}} damage on a failed save, or half as much damage on a successful one. | ||
# '''Yellow.''' The target takes 10d6 {{srd5lc|Lightning}} damage on a failed save, or half as much damage on a successful one. | # '''Yellow.''' The target takes 10d6 {{srd5lc|Lightning}} damage on a failed save, or half as much damage on a successful one. | ||
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# '''Blue.''' The target takes 10d6 {{srd5lc|Cold}} damage on a failed save, or half as much damage on a successful one. | # '''Blue.''' The target takes 10d6 {{srd5lc|Cold}} damage on a failed save, or half as much damage on a successful one. | ||
# '''Indigo.''' On a failed save, the target is {{srd5lc|Restrained}}. It must then make a {{SRD5|Constitution}} saving throw at the end of each of its {{srd5lc|Turn}}s. 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 {{srd5lc|Petrified}} condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. | # '''Indigo.''' On a failed save, the target is {{srd5lc|Restrained}}. It must then make a {{SRD5|Constitution}} saving throw at the end of each of its {{srd5lc|Turn}}s. 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 {{srd5lc|Petrified}} condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. | ||
# '''Violet.''' On a failed save, the target is {{srd5lc|Blinded}}. It must then make a {{SRD5|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another | # '''Violet.''' On a failed save, the target is {{srd5lc|Blinded}}. It must then make a {{SRD5|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another {{srd5lc|Plane of Existence}} of the {{SRD5|GM}}’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the {{SRD5|Astral Plane|Astral}} or {{SRD5|Ethereal Plane|Ethereal}} planes.) | ||
# '''Special.''' The target is struck by two rays. Roll twice more, rerolling any 8. <!-- main spell desc --> | # '''Special.''' The target is struck by two rays. Roll twice more, rerolling any 8. <!-- main spell desc --> | ||
|higherlevels= | |higherlevels= | ||
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<div class="source"> | <div class="source"> | ||
==Sources and Notes== | ==Sources and Notes== | ||
<references /> | <references /> | ||
{{SRD5 Footer|Spell}} | {{SRD5 Footer|Spell}} | ||
Latest revision as of 20:02, 30 September 2021
< Spell
Prismatic Spray is a spell in 5th edition.
5e Spell
Prismatic Spary [SRD5 OGL/CC-BY] [1] [2]
7th-level evocation
Casting Time: 1 action
Range: Self (60 foot cone)
Components: V, S
Duration: Instantaneous
Scales: No
Casters: Bard, Sorcerer, Wizard
Eight 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 d8 to determine which color ray affects it.
- Red. The target takes 10d6 fire damage on a failed save, or half [3] as much damage on a successful one.
- Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
- Indigo. On a failed save, 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.
- Violet. On a failed save, 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 transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
- Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. ↑
- casters list (Bard) — Jeremy Crawford, et. al.. Tasha's Cauldron of Everything (5e) (2020-11-17). Wizards of the Coast. ISBN 9780786967025. p. 27. ↑
- Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3. ↑
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