Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it: 1 Red: 12d6 Fire damage (half on success) 2 Orange: 12d6 Acid damage (half on success) 3 Yellow: 12d6 Lightning damage (half on success) 4 Green: 12d6 Poison damage (half on success) 5 Blue: 12d6 Cold damage (half on success) 6 Indigo: Restrained condition; Constitution saving throws at end of each turn—three successes ends it, three failures causes Petrified condition 7 Violet: Blinded condition; Wisdom saving throw at start of next turn—success ends it, failure causes teleportation to another plane 8 Special: Two rays strike the target; roll twice