Prismatic Spray
Keywords:
PRISMATIC-SPRAY, PRISMATIC_SPRAY
Category:
magic:spell
This spell allows the caster to bring forth a powerful array of colors, resembling a beautiful rainbow to those viewing it from afar. TO those near enough, the illusionary array of colors causes a blinding affect, and attacks the optinal senses.
RP Combat Information:
Spell Type: Ranged AoE (60ft Cone)
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: 6d5 + <SpellDamroll>
Damage Type: Varies
Remarks: 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 Reflex saving throw. For each target, roll a d8 to determine which color ray affects it.
1. Red. The target takes 6d5 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 6d5 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 6d5 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 6d5 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 6d5 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Fortitude 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 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.
7. Violet. On a failed save, the target is blinded. It must then make a Willpower 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, 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.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Durations: Please follow the guidelines found in help rp-conditions for the conditions specified, unless directed below.
** The below are a temporary ruling until Sheylynn and/or Tirrian are able to updated it, as needed. Please be aware this can change at anytime. **
Petrified: If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. The creature is turned to stone until the effect is removed via dispel magic or other similiar means. Such means are DM dependant.
Banishment/Transportation: For a creature that is banished, they are banished for 2 IRL hours before they may return to the plane they were banished from, be it the normal plane of Tirradyn and its moons, the Shadow plane, or the Dream plane. This can also be a DM (IMM) decision.
RP Combat Information:
Spell Type: Ranged AoE (60ft Cone)
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: 6d5 + <SpellDamroll>
Damage Type: Varies
Remarks: 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 Reflex saving throw. For each target, roll a d8 to determine which color ray affects it.
1. Red. The target takes 6d5 fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 6d5 acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 6d5 lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 6d5 poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 6d5 cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a Fortitude 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 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.
7. Violet. On a failed save, the target is blinded. It must then make a Willpower 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, 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.)
8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Durations: Please follow the guidelines found in help rp-conditions for the conditions specified, unless directed below.
** The below are a temporary ruling until Sheylynn and/or Tirrian are able to updated it, as needed. Please be aware this can change at anytime. **
Petrified: If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. The creature is turned to stone until the effect is removed via dispel magic or other similiar means. Such means are DM dependant.
Banishment/Transportation: For a creature that is banished, they are banished for 2 IRL hours before they may return to the plane they were banished from, be it the normal plane of Tirradyn and its moons, the Shadow plane, or the Dream plane. This can also be a DM (IMM) decision.