Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

D&D 5th Edition

Compendium

Type to search for a spell, item, class — anything!

Table of Contents

  • Attributes
  • Color Spray
  • Advertisement Create a free account

    Color Spray

    Ready to play? Build unlimited D&D characters Create Now

    1st level illusion

    Casting Time: 1 action
    Range: Self (15-foot cone)
    Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue)
    Duration: 1 round
    Classes: Sorcerer, Wizard

    A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

    Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

    Attributes

    Color Spray

    1 Illusion
    • Casting Time: 1 action
    • Range: Self (15-foot cone)
    • Target: A 15-foot cone originating from you
    • Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue)
    • Duration: 1 round
    • Classes: Bard, Sorcerer, Wizard
    • A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
    • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.