Casting Time: 1 action
Range: Self (60 ft
)
Components: V, S
Duration: Instantaneous
Damage Type: Prismatic (Multiple)
Save: Dexterity, Constitution
Conditions: Blinded
, Petrified
, Restrained
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:
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.
Verbal Component:
Coloro Spargo
Verbal Component (Alternative):
Mystic powers in a rainbow display, shining forth in this prismatic spray.
Classes: Bard, Sorcerer, Wizard
Tags: Control, Damage
Source: Player's Handbook (2024) (page 307)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).