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Prismatic
Sphere (Abjuration)
Level: Mage 9, Sorcerer 9
Range: 10 feet
Casting Time: 7
Duration: 2 turns
Area of Effect: 10-foot radius sphere
Saving Throw: Special
The
character conjures up an immobile, opaque globe
of shimmering, multicolored light that surrounds
the character and protects the character from all
forms of attack. The sphere flashes in all colors
of the visible spectrum, each of which has a distinct
power and purpose. The sphere is immobile, and the
character can pass through and remain near it without
harm. Other creatures who attempt to attack the
character while in the sphere or pass through the
sphere itself suffer the effects of all remaining
colors. Creatures with fewer than 8 HD that view the sphere are automatically blinded (see
blindness/deafness) for 2D4 rounds by the colors of the sphere.
Typically,
only the upper hemisphere of the globe will be visible,
since the character is at the center of the sphere,
so the lower half is usually excluded by the floor
surface the character is standing on.
The
sphere 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 Mordenkainen's disjunction spell destroys a prismatic
sphere, but an antimagic field fails to penetrate
it. Dispel magic and greater dispelling cannot dispel
the sphere or anything beyond it. Magic resistance
is effective against a prismatic sphere, but must
be repeated for each color present. The properties
of the colors are as follows:
Color:
Red
Order: 1st
Effect of Color: Stops non-magical ranged weapons.
Anyone passing through the wall except the caster
takes 20 points of fire damage (save against spells
for half)
Negated By: Cone of cold
Color: Orange
Order: 2nd
Effect of Color: Stops magical ranged weapons. Anyone
passing through the wall except the caster takes
40 points of acid damage (save against poison for
half)
Negated By: Chain Lightning
Color: Yellow
Order: 3rd
Effect of Color: Stops poisons, vapors, gasses (including
gasses from all cloud spells), and petrification.
Anyone passing through the wall except the caster
takes 80 points of electricity damage (save against
breath weapons for half)
Negated By: Disintegrate
Color: Green
Order: 4th
Effect of Color: Stops all breath weapons including
breath weapons from spells such as dragon's breath.
Anyone passing through the wall except the caster
is affected by death (save against death magic to
suffer 20 points of poison damage)
Negated By: Chaos
Color: Blue
Order: 5th
Effect of Color: Stops all divination and mental
attacks (including psionic attacks from a mind-flayer).
Anyone passing through the wall except the caster
is turned to stone (save against petrification to
negate this effect)
Negated By: Magic Missile
Color: Indigo
Order: 6th
Effect of Color: Stops all spells, but prevents spells from going out of the sphere. Anyone passing through
the wall except the caster becomes insane for one
day (save against wands to negate this effect)
Negated By: Polymorph Other
Color: Violet
Order: 7th
Effect of Color: Prevents creatures from physically entering the sphere. Anyone passing through the wall except the
caster are affected as if mazed (save against spells
to negate this effect)
Negated By: Dispel Magic effects
A permanency spell cast within the sphere will make
this spell permanent, insofar this spell isn't negated
by any possible means.
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