Prismatic Spray

Level & School
7th-level evocation
Casting Time
Action
Range
Self
Components
V, S
Duration
Instantaneous
Classes
Bard, Sorcerer, Wizard

Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

1d8 Ray

1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.

2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.

3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.

4 Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.

5 Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.

6 Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.

7 Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a Successful Save, the condition ends. On a Failed Save, the condition ends, and the creature teleports to another plane of existence (DM's choice).

8 Special. The target is struck by two rays. Roll twice, rerolling any 8.

Level & School
7th-level evocation
Casting Time
Action
Range
Self (60-foot cone)
Components
V, S
Duration
Instantaneous
Classes
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 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.

Prismatic Spray 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version increases damage to 12d6 for Red, Orange, Yellow, Green, and Blue rays, and adds the "until it is freed by an effect like Greater Restoration" clause for the Petrified condition. It also adds the "consulting the Prismatic Rays table" and specifies the Indigo condition as "Petrified" instead of "permanently turns to stone." The Violet ray's teleportation effect specifies "the creature teleports to another plane of existence (DM's choice)." The 2014 version does not specify the effect of being freed from petrification or the teleportation details.