Prismatic Sphere
This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multi-colored light to surround him, giving protection from all forms of attack. This scintillating sphere flashes in all colors of the visible spectrum. Seven of the colors have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere.
Only the spellcaster can pass in and out of the prismatic sphere without harm, although he can cast it over others to protect them. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, etc. Any creature passing through the barrier receives the effect of every color still remaining. Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing upon. The colors and effects of the prismatic sphere, as well as what will negate each globe, are shown on the accompanying table.
Note that a rod of cancellation or a Mordenkainen's Disjunction spell will destroy a prismatic sphere (but an Anti-Magic Shell will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active — i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.
Color | Order of Color | Effects of Color | Spell Negated By |
---|---|---|---|
Red | 1st | Stops non-magical missiles--inflicts 20 points of damage, save for half | cone of cold |
Orange | 2nd | Stops magical missiles--inflicts 40 points of damage, save for half | gust of wind |
Yellow | 3rd | Stops poisons, gasses, and petrification--inflicts 80 points of damage, save for half | disintegrate |
Green | 4th | Stops breath weapons--save vs. poison or die, survivors suffer 20 points poison damage | passwall |
Blue | 5th | Stops location/detection and mental attacks--save vs. petrification or turned to stone | magic missile |
Indigo | 6th | Stops magical spells--save vs. wand or insane | continual light |
Violet | 7th | Force field protection--save vs. spell or sent to another plane | dispel magic |
School: Abjuration, Conjuration/Summoning
Level: 9
Rarity: Common
Level: 9
Rarity: Common
Range: 0
Components: V
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10-foot-radius sphere
Saving Throw: Special
Components: V
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10-foot-radius sphere
Saving Throw: Special
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