Prismatic Wall/Sphere, Minor (3.5e Spell)
From D&D Wiki
Abjuration | |
Level: | Sor/Wiz 0 |
---|---|
Components: | V |
Casting time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels)/10 ft. |
Effect: | Wall 4 ft./level wide, 2 ft./level high/10-ft.-radius sphere centered on you |
Duration: | 10 min./level (D) |
Saving Throw: | See text |
Spell Resistance: | See text |
As the higher level spells named.Minor 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.
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A minor 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, mage’s disjunction spell, and an antimagic field spell destroys a prismatic wall. Dispel magic and greater dispel magic can dispel the wall, but not anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Minor Prismatic wall can be made permanent with a permanency spell.
Color | Order | Effect of Color | Negated By |
---|---|---|---|
Red | 1st | Gives +1 bonus to AC for nonmagical ranged weapons. Deals 1 point of fire damage (Reflex none). | Any spell with the cold descriptor or a very cold object (<0 degrees Celsius) |
Orange | 2nd | Gives +1 bonus to AC for magical ranged weapons. Deals 2 points of acid damage (Reflex half). | Strong breeze, such as one created by the beating of wings (medium or larger) |
Yellow | 3rd | Stops poisons, gases, and petrification. Deals 3 points of electricity damage (Reflex half). | Any spell with the acid descriptor or acid |
Green | 4th | Gives +1 bonus to save for breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). | A pick or shovel |
Blue | 5th | 5% chance to stop a divination or mental attack. Turned to stone (Fortitude negates). | Any force attack |
Indigo | 6th | 5% chance to stop a spell. Will save or become dazzled. | Light from the sun through a magnifying glass (of higher strength light |
Violet | 7th | Energy field destroys all objects and effects (5% chance). Creatures knocked prone (Fortitude negates). | Dispel magic |
This spell functions like minor prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
You can pass into and out of the minor prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a minor prismatic wall.
Minor Prismatic sphere can be made permanent with a permanency spell.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Sorcerer/Wizard