Magic · Evocation

Prismatic Spray


Rainbow light representing the Prismatic Spray spell
Iris Here, with Humid Bow, Arthur Rackham, 1921.

Prismatic Spray throws a fan of unpredictable coloured magic across a 60-foot cone. The name survives across editions, but the ray table changes sharply: modern D&D uses damage-and-condition rays, while PF1e and D&D 3.5e retain the older lethal, petrifying, insanity and planar effects.

5.5e / 2024 7th-level Evocation; Bard, Sorcerer, Wizard
5e / 2014 7th-level Evocation; Sorcerer, Wizard
Pathfinder 1e Evocation; Sorcerer/Wizard 7
D&D 3.5e Evocation; Sorcerer/Wizard 7

Rules

Prismatic Spray by Edition







Prismatic Spray — 5.5e / 2024

Level 7th-level Evocation
Classes Bard, Sorcerer, Wizard
Casting Time Action
Range Self (60-foot Cone)
Components V, S
Duration Instantaneous
Save Dexterity

Eight rays flash through the cone. Every creature in it makes a Dexterity saving throw, then each target rolls 1d8 to determine its ray.

1d8 Ray 2024 effect
1 Red 12d6 Fire damage on a failed save; half on a success.
2 Orange 12d6 Acid damage on a failed save; half on a success.
3 Yellow 12d6 Lightning damage on a failed save; half on a success.
4 Green 12d6 Poison damage on a failed save; half on a success.
5 Blue 12d6 Cold damage on a failed save; half on a success.
6 Indigo Failed Dexterity save: Restrained. The target then makes Constitution saves at the end of its turns; three successes end the effect, while three failures cause Petrification until removed by an effect such as Greater Restoration.
7 Violet Failed Dexterity save: Blinded. At the start of the caster’s next turn the target makes a Wisdom save; success ends the effect, failure ends the blindness and sends the creature to another plane chosen by the DM.
8 Special Two rays strike the target; roll twice more and reroll any further 8s.

Prismatic Spray — 5e / 2014

Level 7th-level Evocation
Classes Sorcerer, Wizard
Casting Time 1 action
Range Self (60-foot cone)
Components V, S
Duration Instantaneous
Save Dexterity

The 2014 spell uses the same eight-result structure, but the first five rays deal 10d6 rather than 12d6 and Bard is not on the base class list.

1d8 Ray 2014 effect
1 Red 10d6 Fire damage; Dexterity save for half.
2 Orange 10d6 Acid damage; Dexterity save for half.
3 Yellow 10d6 Lightning damage; Dexterity save for half.
4 Green 10d6 Poison damage; Dexterity save for half.
5 Blue 10d6 Cold damage; Dexterity save for half.
6 Indigo Failed Dexterity save: Restrained, followed by Constitution saves each turn; three successes end the spell, three failures permanently Petrify the target.
7 Violet Failed Dexterity save: Blinded, followed by a Wisdom save at the start of the caster’s next turn; failure transports the creature to another plane.
8 Special Two rays strike; roll twice more and reroll 8s.

Prismatic Spray — Pathfinder 1e

School Evocation
Level Sorcerer/Wizard 7
Casting Time 1 standard action
Range 60 ft.
Components V, S
Area Cone-shaped burst
Duration Instantaneous
Saving Throw See ray
Spell Resistance Yes

Creatures of 8 Hit Dice or fewer in the cone are automatically blinded for 2d4 rounds. Every creature is then struck by one or more randomly determined beams.

1d8 Ray PF1e effect
1 Red 20 Fire damage; Reflex half.
2 Orange 40 Acid damage; Reflex half.
3 Yellow 80 Electricity damage; Reflex half.
4 Green Poison: death as the initial effect, then Constitution damage on later rounds; two consecutive Fortitude saves cure it.
5 Blue Flesh to stone; Fortitude negates.
6 Indigo Insanity; Will negates.
7 Violet Sent to another plane; Will negates.
8 Special Two rays strike; roll twice more and ignore further 8s.

Prismatic Spray — D&D 3.5e

School Evocation
Level Sorcerer/Wizard 7
Casting Time 1 standard action
Range 60 ft.
Components V, S
Area Cone-shaped burst
Duration Instantaneous
Saving Throw See ray
Spell Resistance Yes

As in PF1e, creatures with 8 Hit Dice or fewer are automatically blinded for 2d4 rounds before the random ray is resolved.

1d8 Ray 3.5e effect
1 Red 20 Fire damage; Reflex half.
2 Orange 40 Acid damage; Reflex half.
3 Yellow 80 Electricity damage; Reflex half.
4 Green Poison: Fortitude partial; failure kills, while a successful save reduces the result to 1d6 Constitution damage.
5 Blue Turned to stone; Fortitude negates.
6 Indigo Insane, as Insanity; Will negates.
7 Violet Sent to another plane; Will negates.
8 Special Two rays strike; roll twice more and ignore further 8s.

Edition Changes

What Changed?

  • 2024 adds Bard to the base class list; 2014, PF1e and 3.5e do not.
  • 2024 raises the damage rays from 10d6 in 2014 to 12d6.
  • Modern D&D removes the automatic low-HD blindness used by PF1e and 3.5e.
  • The green ray is radically different: modern D&D deals Poison damage; PF1e uses its poison subsystem; 3.5e can kill outright on a failed Fortitude save.
  • Indigo and violet remain control rays, but modern D&D resolves them through staged saving throws rather than the legacy insanity and immediate planar effects.

Play

Using Prismatic Spray

The spell is strongest when a caster can catch several enemies in the cone. It is intentionally unpredictable: one target may take straightforward damage while another is restrained, petrified or hurled to another plane.

Do not roll one ray for the whole cone. Each affected creature gets its own 1d8 result. On an 8, that creature alone receives two additional rays.

Edition warning: never carry the old 8-HD blindness or lethal green-ray poison into 2024/2014 play, and never replace PF1e/3.5e with the modern 10d6/12d6 damage table.

Related Magic

Related Spells

Sources & Licensing

Rules Sources

The 2024 and 2014 panels follow the corresponding public D&D Basic Rules/SRD spell entries. Pathfinder 1e and D&D 3.5e use their respective open rules references. Edition-specific wording and numerical differences are kept separate so one ruleset does not overwrite another.

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