Prismatic Sphere
Prismatic Sphere
AbjurationLevel: 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.
Order | Color | Effect of Color | Negated by |
---|---|---|---|
1st | Red | Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex Save for half). | Cone of Cold |
2nd | Orange | Stops magical ranged weapons. Deals 40 points of acid damage (Reflex Save for half). | Gust Of Wind |
3rd | Yellow | Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex Save for half). | Disintegrate |
4th | Green | Stops breath weapons. Poison (1/rd. for 6 rds, Type: Con, Potency: Mild, Initial effect: death, Saves: 2 consecutive) | Passwall |
5th | Blue | Stops divination and mental attacks. Turned to stone (Fortitude Save negates). | Magic Missile |
6th | Indigo | Stops all spells. Will Save or become insane (as Insanity spell). | Daylight |
7th | Violet | Energy field destroys all objects and effects.* Creatures sent to another plane (Will Save negates). | Dispel Magic or Dispel Magic, Greater |
Prismatic sphere can be made permanent with a @[Permanency]spell:fc26aae6-ef65-4b3c-bd6a-d6c7e10a4cdf spell.