Waterdeep world illustration - Fantasy theme
Fantasy

Waterdeep

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Waterdeep, also known as the City of Splendors or the Crown of the North.


Author's Note: I plan to include every single location I can find in any sourcebook in the city. After that is done, I will try to incorporate the Dragon Heist campaign. We will see whether it works. I know that images are missing. I will deal with them at a later point.
Played13 times
Cloned3 times
Created
39 days ago
Last Updated
10 days ago
VisibilityPublic
Prismatic Spray
Prismatic Spray
Evocation
Details
SchoolEvocation
Level7
Casting Time1 action
RangeN/A
DurationInstantaneous
Description

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. **1. Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. **2. Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. **3. Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. **4. Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. **5. Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. **6. Indigo.** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. **7. Violet.** On a failed save, the target 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 that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) **8. Special.** The target is struck by two rays. Roll twice more, rerolling any 8.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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