Prismatic Wall
This spell enables the wizard to conjure up a vertical, opaque wall—a shimmering, multi-colored plane of light that gives him protection from all forms of attack. This scintillating wall flashes all colors of visible spectrum. Seven of the colors have distinct powers and purposes. Any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and that does not shield its vision is blinded for 2d4 rounds by the colors of the wall. The wall is immobile. The spellcaster can pass through the wall without harm, however, Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The colors and effects (on a being trying to attack the caster) of the prismatic wall spell. as well as what will negate each color, are as follows:
The wall's maximum proportions are 40 feet wide per level of experience of the caster and 20 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.
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 | [/tr
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: Conjuration/Summoning
Level: 8
Rarity: Common
Level: 8
Rarity: Common
Range: 10 yards
Components: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
Components: V, S
Duration: 1 turn/level
Casting Time: 7
Area of Effect: Special
Saving Throw: Special
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