Blue Mountain
Prismatic Wall
College:Dark Magics
Spell Type:Arcane Spell
Special Classification:None
Spell Rank Limit:10
Name:Prismatic Wall
Multiple:
Range:20 feet per rank
Duration:Special
Base Chance:55
Components:Verbal, Somatic
Saving Throw:Special
Prerequisites:Spell Memory 16, Spell Energy 16, White Fire 22, Wall of Darkness 22
This spell enables the wizard to conjure a vertical, opaque wall--a shimmering, multicolored plane of light that protects him from all forms of attack. The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with an MA of less than 16 that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors.

Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color.

The wall's maximum proportions are 4 feet wide per rank and 2 feet high per rank. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.

The wall lasts for 4 hours, plus an additional 30 minutes per rank. At rank 10, it can be made permanent by taking 1 hour to cast the spell, and expending 7 sets of ritual ingredients (at a cost of 700 silver total).

ColorOrderEffect of ColorSpell Negated By
Red1stStops nonmagical missiles--inflicts 20 points of damage, save for halfRay of Cold
Orange2ndStops magical missiles--inflicts 40 points of damage, save for half Mage Wind
Yellow3rdStops poisons, gases, and petrification--inflicts 80 points of damage, save for half Disintegrate
Green4thStops breath weapons--save vs. poison or die; survivors suffer 20 points of damagePasswall
Blue5thStops location/detection and mental attacks--save vs. petrification or turn to stone Magic Missile
Indigo6thStops magical spells--save vs. wand or go insaneLight
Violet7thForce field protection--save vs. spell or be sent to another plane Counterspell
Effect Category:
Effect:
Base Cost:0
Modifiers:
Area of Effect:1 target
Cast Chance:20
Casting Time:Normal spell
Components:See Components Above
Duration:Instant
Immunity:No Immunity
List:List Appropriate
Range:5 feet per rank
Reliability:Mostly reliable
Resistance:No save
Visibility:No visibility modifier
Active Cost
(cost after advantages):
Recommended Cost
(cost after disadvantages):