Mistrealm

Dungeons and Dragons

Spells from the d20 SRD

Prismatic Wall

SchoolAbjuration
LevelSorcerer/Wizard 8
ComponentsV, S
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
EffectWall 4 ft./level wide, 2 ft./level high
Duration10 min./level (D)
Saving ThrowSee text
Spell ResistanceSee text
Short DescriptionWall's colors have array of effects.
DescriptionPrismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you 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 you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded 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 you 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 color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. dispel magic and greater dispel magic 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.

Prismatic wall can be made permanent with a permanency spell.

Color
Order
Effect of Color
Negated By
Red
1st
Stops nonmagical ranged weapons.
Deals 20 points of fire damage (Reflex half).
Cone of cold
Orange
2nd
Stops magical ranged weapons.
Deals 40 points of acid damage (Reflex half).
Gust of wind
Yellow
3rd
Stops poisons, gases, and petrification.
Deals 80 points of electricity damage (Reflex half).
Disintegrate
Green
4th
Stops breath weapons.
Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).
Passwall
Blue
5th
Stops divination and mental attacks.
Turned to stone (Fortitude negates).
Magic missile
Indigo
6th
Stops all spells.
Will save or become insane (as insanity spell).
Daylight
Violet
7th
Energy field destroys all objects and effects.1
Creatures sent to another plane (Will negates).
Dispel magic
1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
ReferenceSRD 3.5 SpellsP-R

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