Prismatic Wall
Abjuration
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- wall 4 ft./level wide, 2 ft./level highHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 10 min./level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- see textIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- see textWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
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 accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by casting the specified spells on the wall; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic can only be used on the wall once all the other colors have been destroyed. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Prismatic wall can be made permanent with a permanency spell.
| Order | Color | Effect of Color | Negated By |
| 1st | Red | Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half). | Cone of cold |
| 2nd | Orange | Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half). | Gust of wind |
| 3rd | Yellow | Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half). | Disintegrate |
| 4th | Green | Stops breath weapons. Poison (frequency: 1/rd for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2 consecutive Fort saves). | Passwall |
| 5th | Blue | Stops divination and mental attacks. Turned to stone (Fortitude negates). | Magic missile |
| 6th | Indigo | Stops all spells. Will save or become insane (as insanity spell). | Daylight |
| 7th | Violet | Energy field destroys all objects and effects.* Creatures sent to another plane (Will negates). | Dispel magic or greater dispel magic |
| *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). |
Variants
- Prismatic Wall