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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