Prismatic Sphere

(Abjuration, Conjuration/Summoning)

Range: 0
Components: V
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10-ft. radius
Saving Throw: Special

This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him, giving protection from all forms of attack. The sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them. 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. Any creature passing through the barrier receives the effect of every color still remaining. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe.

Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on.

Furthermore, a rod of cancellation or a Mordenkainen's disjunction spell will destroy a prismatic sphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active--i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.



Prismatic Sphere Effects

Color
Order
Effect of Color
Spell Negated By
Red
1st
Stops nonmagical missiles--inflicts 20 points of



damage, save for half
cone of cold
Orange
2nd
Stops magical missiles--inflicts 40 points of



damage, save for half
gust of wind
Yellow
3rd
Stops poisons, gases, and petrification--inflicts



80 points of damage, save for half
disintegrate
Green
4th
Stops breath weapons--save vs. poison or die;



survivors suffer 20 points of damage
passwall
Blue
5th
Stops location/detection and mental attacks—



save vs. petrification or turn to stone
magic missile
Indigo
6th
Stops magical spells--save vs. wand or go insane
continual light
Violet
7th
Force field protection--save vs. spell or be sent



to another plane
dispel magic

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