Magic · Illusion · Spell Reference

Color Spray

Color Spray erupts across a stone gatehouse, overwhelming a tightly packed group of attackers.

Color Spray is a close-range illusion that floods a 15-foot cone with violent, flashing colour. It is a control spell rather than a damage spell: its exact method of disabling creatures is given in the standalone rules tab for the edition in use.

Level1st-level spell
SchoolIllusion
Area15-foot cone
RoleClose-range control
Five-second use: catch a tightly packed group in the cone when you need a brief opening to reposition, escape, protect an ally or disrupt an advance.

Rules

Game Statistics

Choose the edition in use. Each rules tab is self-contained.

Color Spray — D&D 5.5e / 2024

Level 1 Illusion (Bard, Sorcerer, Wizard)

Casting Time
Action
Range
Self (15-foot Cone)
Components
V, S, M (a pinch of colorful sand)
Duration
Instantaneous

You release a dazzling array of flashing colour. Each creature in a 15-foot Cone originating from you makes a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.

Color Spray — D&D 5e / 2014

1st-level Illusion — Sorcerer, Wizard; Bard with the optional expanded spell list.

Casting Time
1 action
Range
Self (15-foot cone)
Components
V, S, M (a pinch of red, yellow and blue powder or sand)
Duration
1 round
Saving Throw
None

Effect

Roll 6d10. The total is the pool of current hit points the spell can affect. Consider creatures in the cone from the lowest current hit points upward, ignoring unconscious creatures and creatures that cannot see.

Starting with the creature that has the lowest current hit points, affect a creature only if its current hit points are no greater than the remaining pool. An affected creature is Blinded until the end of your next turn. Subtract that creature’s current hit points from the pool and continue to the next eligible creature.

At Higher Levels

For each spell slot level above 1st, add 2d10 to the hit-point pool.

Color Spray — Pathfinder 1e

School Illusion (Pattern) [Mind-Affecting]; Level Sorcerer 1, Wizard 1

Casting

Casting Time
1 standard action
Components
V, S, M (red, yellow and blue powder or coloured sand)

Effect

Range
15 ft.
Area
Cone-shaped burst
Duration
Instantaneous; see text
Saving Throw
Will negates
Spell Resistance
Yes

Description

A vivid cone of clashing colours bursts from your hand. Each creature in the cone is affected according to Hit Dice if it fails its Will save and is not protected by applicable Spell Resistance.

2 HD or lessThe creature is Unconscious, Blinded and Stunned for 2d4 rounds; then Blinded and Stunned for 1d4 rounds; then Stunned for 1 round. Only living creatures are knocked Unconscious.

3 or 4 HDThe creature is Blinded and Stunned for 1d4 rounds; then Stunned for 1 round.

5 HD or moreThe creature is Stunned for 1 round.

Sightless creatures are not affected.

Color Spray — D&D 3.5e

Illusion (Pattern) [Mind-Affecting]

Components
V, S, M
Casting Time
1 standard action
Range
15 ft.
Area
Cone-shaped burst
Duration
Instantaneous; see text
Saving Throw
Will negates
Spell Resistance
Yes

A vivid cone of clashing colours springs from your hand. Each creature within the cone is affected according to its Hit Dice.

2 HD or lessThe creature is Unconscious, Blinded and Stunned for 2d4 rounds; then Blinded and Stunned for 1d4 rounds; then Stunned for 1 round. Only living creatures are knocked Unconscious.

3 or 4 HDThe creature is Blinded and Stunned for 1d4 rounds; then Stunned for 1 round.

5 HD or moreThe creature is Stunned for 1 round.

Sightless creatures are not affected.

Material Component

A pinch each of powder or sand coloured red, yellow and blue.

Edition comparison

What Changed Between Editions?

Change 5.5e / 2024 5e / 2014 PF1e / D&D 3.5e
Resolution Constitution save for each creature in the cone. 6d10 hit-point pool; creatures are checked from the lowest current hit points upward; no save. Will save and Spell Resistance; severity depends on Hit Dice.
Duration Instantaneous; Blinded lasts until the end of the caster’s next turn. 1 round; affected creatures are Blinded until the end of the caster’s next turn. Instantaneous, with condition durations determined by Hit Dice.
Scaling No higher-slot scaling. Add 2d10 to the hit-point pool for each slot level above 1st. No slot scaling; target Hit Dice determines severity.
Effect Blinded. Blinded. Stunned; lower-HD creatures can also be Blinded or Unconscious.
Sightless creatures No special exclusion in the spell text. Creatures that cannot see are ignored when determining who is affected. Sightless creatures are explicitly unaffected.
School tags Illusion. Illusion. Illusion (Pattern) [Mind-Affecting].
Material A pinch of colorful sand. Red, yellow and blue powder or sand. Red, yellow and blue powder or sand.

Tactics

How to Use Color Spray

Own the chokepoint

The spell’s short cone is strongest in gates, corridors, stairs, alleys and doorways where several opponents are forced into the same approach.

Position before casting

A 15-foot cone requires the caster to work close to danger. Move first so the cone catches the creatures you actually want without needlessly exposing allies.

Use the opening

Color Spray creates control rather than damage. Treat the moment after the spell as an opportunity to withdraw, reposition, protect someone vulnerable or press through a defended space.

Do not mistake colour for damage

The brilliant light is the spell’s presentation, not an elemental damage type. Resolve only the effects stated in the selected rules tab.

Color Spray in the Campaign

In SpiralWorlds, Color Spray sits naturally between practical illusion and learned optics. A trained caster does not need a modern theory of the spectrum to know that controlled light, colour, reflective surfaces and prepared pigment can overwhelm sight.

University and guild magic

Masters of natural philosophy use coloured glass, polished metal, water-filled vessels and pigment samples to teach how light changes through materials. Color Spray is the dangerous battlefield application of the same culture of observation.

Workshop components

Red, yellow and blue powders are easy to understand in a world of illuminators, dyers, painters, apothecaries and alchemical workshops. The coloured component can be sourced from ordinary craft materials even though the spell effect is supernatural.

Urban defence

A short cone is ideal for gates, stairs, alleys, counting houses and narrow interiors where attackers are forced into a compact approach. City watch mages and guild guards value it because it can stop a rush without filling the street with fire.

Performance and deception

Performers and illusionists can turn stagecraft into a weapon: a flourish of coloured sand, a shouted phrase and a sudden burst of impossible light. The same spectacle that delights a hall can become battlefield control in a heartbeat.

Historical & Mythic Context

Rainbows, Pigments and Dazzling Colour

The strongest historical and mythic parallels are the serious study of rainbows and light, the manufacture of intense pigments, and older traditions that treated the rainbow as a supernatural sign or divine presence.

Dietrich of Freiberg and the rainbow

Around 1300, Dietrich of Freiberg wrote dedicated works on light, colour and the rainbow. His rainbow theory used reflection and refraction in a watery medium to explain the primary and secondary bows, including their reversed colour order. By the later Middle Ages, optical investigation of light and colour therefore belongs comfortably inside learned natural philosophy even though modern spectral theory does not yet exist.

Stanford Encyclopedia of Philosophy — Dietrich of Freiberg

The alchemy of medieval colour

Medieval manuscript painters produced vivid colour from minerals, plants and chemically prepared substances. The Getty’s work on medieval pigments shows how colour-making overlapped with experimental craft and alchemical practice—an excellent real-world parallel for a spell whose material is coloured powder or sand.

J. Paul Getty Museum — The Alchemy of Color in Medieval Manuscripts

Yellow, red and blue were real workshop materials

Medieval artists had access to powerful yellows, reds and blues from very different substances: vegetable dyes, mineral pigments, metal compounds and imported materials such as lapis lazuli. The exact game recipe is fantasy, but the idea of a caster carrying small packets of intensely coloured powder is entirely plausible for the campaign period.

Metropolitan Museum of Art — Medieval Yellow Pigments

Metropolitan Museum of Art — Medieval Inks and Pigments

Iris and the supernatural rainbow

Greek tradition personified the rainbow through Iris, the messenger of the gods. That does not make Color Spray an ancient Greek spell, but it gives the sudden appearance of impossible colour a clear mythic vocabulary: colour can be more than decoration; it can announce supernatural presence.

Getty CONA — Iris, Personification of the Rainbow

Fugue (1914), Wassily Kandinsky.

Related rules & magic

Useful SpiralWorlds Links

Rules questions

Color Spray FAQ

Does Color Spray deal damage?

No. Color Spray is a control spell. Resolve the condition or targeting mechanics given in the selected rules tab.

Can allies be caught in the cone?

Yes. The spell does not grant selective targeting. Position the cone carefully if allies are close to the creatures you want to affect.

Does bright colour make Color Spray a fire or radiant effect?

No. The flashing colour does not create an additional damage type unless the rules text for the selected edition explicitly says otherwise.

What are the coloured powders or sand?

Where the spell calls for coloured material, ordinary prepared pigment or coloured sand is sufficient unless the rules text states a cost or special requirement.

Rules authority and licensing

Sources and Licensing

This work includes material from the System Reference Document 5.2.1 and SRD 5.1 by Wizards of the Coast LLC; see the official SRD page. The Creative Commons releases are licensed under Creative Commons Attribution 4.0. Pathfinder 1e and D&D 3.5e material remains Open Game Content where applicable and is licensed for public use under the Open Game License v1.0a. Dungeons & Dragons and related names are trademarks of Wizards of the Coast LLC. Pathfinder is a trademark of Paizo Inc. SpiralWorlds is not affiliated with or endorsed by either company.

Return to Magic

Scroll to Top