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 | Takes 10d6 fire damage; half on a success |
|---|---|
| 2 | Takes 10d6 acid damage; half on a success |
| 3 | Takes 10d6 lightning damage; half on a success |
| 4 | Takes 10d6 poison damage; half on a success |
| 5 | Takes 10d6 cold damage; half on a success |
| 6 | Restrained. Makes a Constitution save at the end of its turns. At 3 saves, it's freed. At 3 fails, it permanently turns to stone and is petrified. |
| 7 | Blinded. Makes a Wisdom save at the start of your next turn. On a save, it's not blinded anymore. On a fail, it's transported to another plane of existence (DM's choice) and isn't blinded anymore. |
| 8 | Suffers two effects. Roll 1d8 twice, rerolling any 8s. |