Table of Contents

Prismatic Wall

School: Abjuration

Tier: 8

Casting

Casting Time: 1 Standard Action

Range: Close (25 ft. + 5 ft./2 CL)

Effect

Target: Area within range

Duration: 10 min./CL

Saving Throw: See text

Spell Resistance: See text

Description

Prismatic 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. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds 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. Any creature passing through the wall suffers each effect, in order.

The wall can be destroyed, color by color, in consecutive order, by casting the specified spells on the wall; 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 can only be used on the wall once all the other colors have been destroyed. Spell Resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Table: Prismatic Wall Effects

Order Color Effect of Color Negated By
1 Red Stops non-magical ranged weapons, inflicts 20 points of Fire damage (Reflex half) Cone of Cold
2 Orange Stop magical ranged weapons, inflicts 40 points of Acid damage (Reflex half) Gust of Wind
3 Yellow Stops poisons, gases, and petrification effects, inflicts 80 points of Electricity damage (Reflex half) Disintegrate
4 Green Stops breath weapons, inflicts Poison (Frequency 1/rd. for 6 rds; init. effect: death, sec. effect: 1 Con/rd.; Cure 2 consecutive Fort saves). Phase Door
5 Blue Stops divination and mental attacks, inflicts Flesh to Stone (Fortitude negates) Magic Missile
6 Indigo Stops all spells, make Will save or become Insane (as Insanity) Daylight
7 Violet Energy field destroys all objects and effects, make Will save or be sent to a random location on a random plane Greater Dispel Magic