Prismatic wall creates a vertical, opaque walla
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 walls 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 Mordenkainens 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).
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