Prismatic Spray [1/2]Evocation
VSM
7
ActionCasting time
TouchRange
InstantaneousDuration

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. Prismatic Rays 1d8 Ray Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. 1d8 Ray Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Bard
Spell card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Prismatic Spray [2/2]Evocation
VSM
7
ActionCasting time
TouchRange
InstantaneousDuration

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. 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 (GM’s choice). Special. The target is struck by two rays. Roll twice, rerolling any 8.

SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Bard
Spell card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

This spell is long: its text continues on a second card instead of being truncated. Print both.

Pick “Save as PDF” as the destination in the print dialog.

Prismatic Spray — printable spell card

  • Level 7
  • Evocation
Casting time
Action
Range
Touch
Duration
Instantaneous
Components
V, S
Classes
Bard, Sorcerer, Wizard

Full spell text

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.

Prismatic Rays

1d8 Ray

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

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

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

Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. 1d8 Ray

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

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.

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 (GM’s choice).

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

See also