Magic · Evocation
Prismatic Spray

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.
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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