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Prismatic Blade

2nd-level Illusion

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
    You weave together threads of light to create a multicolored shimmering crystal sword of solidified light in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient, and emits dim light in a 5ft radius. It has the finesse, light, and thrown properties (range 20/60). On hit, roll a d8 to determine which ray of color affects it:

d8 Color Ray Effect
1 Red The target takes 2d6 fire damage
2 Orange The target takes 2d6 acid damage
3 Yellow The target takes 2d6 lightning damage
4 Green The target takes 2d6 poison damage
5 Blue The target takes 2d6 cold damage
6 Indigo The target takes 1d6 bludgeoning damage and is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition.
7 Violet The target takes 1d6 piercing damage and is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails the save, the creature is teleported up to 30 ft away to an unoccupied space of your choice that you can see. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
8 Special The target is struck twice. Roll twice more, rerolling any 8.

    In addition, when you use the sword to attack a target that is in bright light, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage caused in the effects table increases by 1d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases by 2d6. When you cast it using a spell slot of 7th level or higher, the damage increases by 3d6.

Spell Lists: Paladin, Sorcerer, Warlock, Wizard