Prismatic Wall
School: Abjuration Level: Sor/Wis 8
Components:   V, S   Casting Time:   1 action  
Range:   Close (25 ft. + 5 ft./2 levels)   Target:     
Effect:   Wall 4 ft./level wide x 2 ft./level high   Area:     
Duration:   10 minutes/level   Saving Throw:   See text  
Spell Resistance:   See text   XP Cost:     
Focus:      Material Components:     

Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects the character from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and the character can pass through and remain near the wall without harm. However, any other creature with fewer than 8 HD that is within 20 feet of the wall is blinded (see blindness/deafness) for 2d4 rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the character or pass through the wall, and the magic needed to negate each color.

The wall 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, and so on. A rod of cancellation or a Mordenkainen’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispelling cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Color 	Order 	Effect of Color 				Negated By
----- 	----- 	--------------- 				----------
Red 	1st 	Stops nonmagical ranged weapons 		Cone of Cold
		Deals 20 ponts of fire damage (Reflex half)
Orange 	2nd 	Stops magical ranged weapoins 			Gust of Wind
		Deals 40 points of acid damage (Reflex half)
Yellow 	3rd 	Stops poisons, gasses, and petrification 		Disintegrate
		Deals 80 points of electricity damage (Reflex half)
Green 	4th 	Stops breath weapons 				Passwall
		Poison (Kills; Fortitute partial to take 20 points of damage instead)
Blue 	5th 	Stops divination and mental attacks 		Magic Missile
		Turned to stone (Fortitude negates)
Indigo 	6th 	Stops all spells 				Daylight
		Will save or become insane (as insanity spell)
Violet 	7th 	Energy field destroys all objects and 		Dispel Magic effects
		Creatures are sent to another plane (Will negates)

The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effecs one color at a time, and SR might render some colors ineffective (see above).


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002