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.
10d6 fire dmg on a failed save, 1/2 dmg on success.
10d6 acid dmg on fail, 1/2 dmg on success.
10d6 lightning dmg on fail, 1/2 dmg on success.
10d6 poison dmg on fail, 1/2 dmg on success.
10d6 cold dmg on fail, 1/2 dmg on success.
If fails Con save 3 time, it permanently turns to stone. If succeeds 3 times, no effect.
On a failed save, the target is blinded. Take a Wis saving throw at the start of your next turn. Success ends the blindness, failure and the creature is transported to another plane of existence (DM's choice) and is no longer blinded.
The target is struck by 2 rays. Roll 2 times, rerolling any 8.