Prismatic Sphere

Prismatic Sphere

Abjuration
Level: Sorcerer/Wizard 9
Components: V
Casting Time: 1 Standard Action
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
Duration: 10 min./level (D)
Saving Throw: see text
Spell Resistance: see text
  Prismatic sphere conjures 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.
  Typically, only the upper hemisphere of the globe exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.
  You can pass into and out of the prismatic sphere and remain near it without harm. When you're inside it, however, the sphere blocks any attempt to project something through the sphere (including spells).
  Any other creature with less than 8 Hit Dice that is within 20 feet of the sphere is Blinded by the colors for 2d4 x 10 minutes if it looks at the sphere.
  Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
  Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the sphere, and the magic needed to negate each color.
  The sphere can be destroyed, color by color, in consecutive order, by casting the specified spells on the sphere; 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 sphere, but an Antimagic Field fails to penetrate it. Dispel Magic and Dispel Magic, Greater can only be used on the sphere once all the other colors have been destroyed. Spell Resistance is effective against a prismatic sphere, but the Caster Level check must be repeated for each color present.
 
OrderColorEffect of ColorNegated by
1stRedStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex Save for half).Cone of Cold
2ndOrangeStops magical ranged weapons. Deals 40 points of acid damage (Reflex Save for half).Gust Of Wind
3rdYellowStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex Save for half).Disintegrate
4thGreenStops breath weapons. Poison (1/rd. for 6 rds, Type: Con, Potency: Mild, Initial effect: death, Saves: 2 consecutive)Passwall
5thBlueStops divination and mental attacks. Turned to stone (Fortitude Save negates).Magic Missile
6thIndigoStops all spells. Will Save or become insane (as Insanity spell).Daylight
7thVioletEnergy field destroys all objects and effects.* Creatures sent to another plane (Will Save negates).Dispel Magic or Dispel Magic, Greater
*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).
  Prismatic sphere can be made permanent with a @[Permanency]spell:fc26aae6-ef65-4b3c-bd6a-d6c7e10a4cdf spell.

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