spell Prismatic Wall

Prismatic
Wall

This material
is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.

Gray line

Abjuration
Level Sorcerer/Wizard
8

Components V, S
Casting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Effect Wall 4 ft./level wide, 2 ft./level high
Duration 10 min./level (D)
Saving Throw See text
Spell
Resistance
See text

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. 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 Constitution 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. 1Creatures
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).

grey line

The Worlds
of Mankind is owned and created by Mark John Goodwin

The text
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.

‘d20
System’ and the ‘d20 System’ logo are trademarks of Wizards of
the Coast, Inc.

and are used according to the terms of the d20 System License version 6.0.

A copy of this License can be found at www.wizards.com/d20.