Color Spray

Color Spray 5e: A Versatile Spell for Your D&D Campaign

Last Update:January 12, 2025

The Color Spray 5e spell creates a dazzling cone of light that can temporarily blind several creatures. It does not deal damage or allow a saving throw. Instead, it affects creatures according to their current hit points, making it strongest against groups of already-weakened opponents.

Color Spray 5e

Color Spray 5e — Quick Spell Reference

Color Spray
1st-level • Illusion
Casting Time1 action
RangeSelf (15-foot cone)
Components V, S, M(a pinch of powder or sand that is colored red, yellow, and blue)
Duration1 round
ConcentrationNo
RitualNo
ClassesBard, Sorcerer, Wizard
SourceBasic Rules (2014), pg. 222

How Color Spray Works in the 2014 Rules

Roll 6d10 when you cast the spell. The total is the number of hit points of creatures the spell can affect. Starting with the creature in the cone that currently has the fewest hit points, each qualifying creature is blinded until the end of your next turn. Subtract that creature’s current hit points from the total before moving to the creature with the next-lowest hit point total.

A creature is unaffected if its current hit points are greater than the remaining total. Unconscious creatures and creatures that cannot see are also ignored. Color Spray does not reduce hit points, and affected creatures make no saving throw.

Casting at Higher Levels

The pool increases by 2d10 for every slot level above 1st. Upcasting can help the spell cover tougher creatures, but the one-round duration means it is usually best when the party can capitalize immediately.

Using Color Spray Effectively

Color Spray rewards careful positioning because its 15-foot cone originates from you. Try to catch several enemies without stepping into a position that leaves you exposed after the spell ends.

Good opportunities include:

  • A group of injured enemies whose current hit points are already low.
  • Enemies acting after you, giving allies time to exploit the blinded condition.
  • A crowded passage where the cone can cover several creatures.
  • An escape or repositioning turn when blinded enemies will have difficulty making opportunity attacks or targeting creatures they cannot see.

The spell becomes less reliable against a single healthy enemy because the entire roll must equal or exceed that creature’s current hit points. It also does nothing to creatures that are immune to the blinded condition or do not rely on sight.

Color Spray and the Blinded Condition

Under the 2014 rules, a blinded creature automatically fails ability checks that require sight. Attack rolls against it have advantage, while its own attack rolls have disadvantage. These benefits end when the blindness ends at the conclusion of your next turn.

Color Spray does not inherently disorient a creature, move it, make it unconscious, or impose a separate penalty to saving throws. Any additional effect would be a house rule rather than part of the 2014 spell.

Color Spray Compared with Sleep

Both spells use a rolled hit-point pool and begin with the creature that has the fewest current hit points. Sleep has a longer range and renders affected creatures unconscious for up to 1 minute, but common creature types are immune to it. Color Spray uses a cone centered on the caster and lasts only 1 round, but it is not limited by Sleep’s immunity for undead and creatures that cannot be charmed.

Frequently Asked Questions

Does Color Spray require a saving throw?

No. The spell uses its rolled hit-point pool to determine which creatures are blinded.

Does Color Spray deal damage?

No. Its only rules effect is temporary blindness.

Can Color Spray affect allies?

Yes. The spell applies to creatures in the cone and does not let you exclude allies, so position the area carefully.

Does Color Spray require concentration?

No. Its effects last until the end of your next turn without concentration.