3e SRD:Prismatic Wall

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This material is published under the OGL 1.0a.
Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide x 2 ft./level high
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: See text

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 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 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
Deals 20 ponts 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 to take 20 points of 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
Creatures sent to another plane (Will negates)
Dispel Magic
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 effects one color at a time, and SR might render some colors ineffective (see above).

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 effects one color at a time, and SR might render some colors ineffective (see above).



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