3e SRD:Prismatic Wall
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This material is published under the OGL 1.0a. |
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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