Color Spray
IllusionA 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.
Spell Details
Player Guide
Color Spray excels at targeting multiple weak enemies (goblins, cultists, commoners) by rolling damage pools rather than individual saves. Position yourself to maximize the 15-foot cone coverage and focus on enemies with low HP pools, as the spell blinds creatures before dealing damage. Use this spell when facing swarms of minions rather than single powerful foes, as damage-per-action diminishes significantly against fewer targets.
Spell Combos
DM Tips
Color Spray's damage pool mechanic rewards players for targeting groups of weak creatures; consider monster HP totals when building encounters. The blind effect is powerful but temporary (until the creature uses an action to make a save), so its value depends on party action economy.