Level: Sor/Wiz 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
Spell Points: 15
“It’s not impregnable. But good enough.”
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 Prismatic Wall table shows the seven colors of the wall, the order in which they appear and their effects on creatures trying to attack you or pass through the wall.
clp8cm Order&Color&Effect of color
1st &Red &Stops nonmagical ranged weapons.
& &20 points fire damage (Reflex half).
2nd &Orange &Stops magical ranged weapons.
& &40 points acid damage (Reflex half).
3rd &Yellow &Stops poisons, gases, and petrification.
& &80 points electricity damage (Reflex half)
4th &Green &Stops breath weapons.
& &Poison (Kills; Fortitude partial, take 1d6 points of Constitution damage instead on a successful save)
5th &Blue &Stops Divination and mental attacks.
& &Turned to stone, as if by a Transmute Flesh and Stone spell (Fortitude negates)
6th &Indigo &Stops all spells.
& &Permanently confused, as if by an augmented Confusion spell (Will negates)
7th &Violet &Energy field destroys all objects and effects.1
& &Sent to a randomly determined plane, as if by an unaugmented Plane Shift spell (Will negates)
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).
A rod of cancellation or a Mage’s Disjunction spell destroys a prismatic wall, but an Antimagic Field fails to penetrate it. Dispel Magic cannot dispel the wall as a whole, but cast in succession, it can remove the wall one layer at a time (the outermost layers first). Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Augment: This spell can be augmented in one or both of the following ways:
For every additional spell point you spend, the HD limit on the creatures blinded by the spell increases by 1.
If you spend 2 additional spell points and 4000XP, the spell’s duration increases to Permanent.