Level: 1
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5’ x 20’ x 20’ wedge
Saving Throw: Special
If Sleep is the scalpel of low-level crowd control, Color Spray is the shotgun. While it belongs to the school of Alteration, its effects feel purely illusory, bombarding the senses with a clashing fan of vivid light. It is one of the most mechanically complex 1st-level spells because its efficacy is entirely dependent on the power gap between the caster and their victims. In the hands of a high-level wizard, it becomes an absolute nightmare for low-HD mobs.
Functional Overview
The wizard unleashes a fan-shaped spray that affects $1d6$ creatures within the wedge, starting with those closest to the caster. Blind or unseeing creatures are immune, but for everyone else, the results are dictated by their Hit Dice (HD) relative to the caster’s level:
- The “No-Save” Zone: If the victim’s HD/Level is less than or equal to the caster’s level, and they are under 6th level, they receive no saving throw. They are struck unconscious for $2d4$ rounds.
- The Blindness Tier: If the victim’s HD/Level is 1 or 2 greater than the caster’s, they are blinded for $1d4$ rounds.
- The Stun Tier: If the victim’s HD/Level is 3 or more greater than the caster’s, they are stunned for 1 round.
Note on Saving Throws: Creatures only get a saving throw if their level/HD is higher than the caster’s, OR if they are 6th level/6 HD or higher regardless of the caster’s level.
Tactical Insights & Observations
1. The “Caster Level” Power Curve
Most 1st-level spells lose relevance as the wizard levels up, but Color Spray actually scales into a monster. A 5th-level wizard can walk into a room of 5th-level fighters and—provided they aren’t blind—knock 1d6 of them unconscious for up to 8 rounds with no saving throw allowed. This makes it an apex-tier spell for mid-level wizards dealing with humanoid “glass cannons.”
2. The Initiative King
With a Casting Time of 1, Color Spray is almost guaranteed to go off before the enemies can close the distance or disrupt the casting. It is the premier defensive “flashbang” for a wizard who finds themselves suddenly faced with a charging scouting party.
3. Target Prioritization
Because the spell affects the closest targets first, positioning is everything. If a wizard is flanked, they must choose their arc carefully. Since it only affects 1d6 targets, a large swarm can still overwhelm the caster even after a successful blast.
4. Saving Throw “Special” (Table 60 Synergy)
For those entitled to a save (those higher level than you or 6+ HD), they are rolling against Save vs. Spell. Even if they succeed, you have likely forced them to burn their reaction or focus. If they fail, even a 1-round “stun” on a high-HD monster can be the window the party’s fighter needs to land a killing blow.
Research & Acquisition
Color Spray is an Alteration spell, often found in the spellbooks of those who study the physical properties of light and optics.
- Research Time: 1d10 + 1 weeks.
- Financial Investment: 100–1,000 gp.
- Material Components: A pinch each of red, yellow, and blue powder or sand.
Theoretical Variants
Innovative research into the chromatic spectrum can lead to specialized “spectral” combat spells:
- Selective Spectrum (Level 2 Research): A variant that allows the caster to choose a “safe” color within the spray, exempting their allies from the effect if they are caught in the 20-foot wedge.
- Lingering Afterimage (Level 3 Research): Instead of an instantaneous flash, the colors swirl in the area of effect for 1 round per 3 levels, forcing anyone entering the wedge to save or be affected.
- Ultraviolet Flash (Level 2 Research): A specialized version designed to affect creatures with Infravision. It grants a -2 penalty to the saving throws of creatures that rely on heat-sensing sight but has no effect on those with normal vision.
The Verdict
Color Spray is a masterclass in HD-based scaling. It transitions from a lucky knockout at level 1 to a guaranteed “save-or-die” tool against elite humanoids at level 5. While the 1d6 target cap and the “blindness immunity” are notable drawbacks, its speed and lack of a save for lower-level enemies make it a staple for any serious wizard.