Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spell Resistance and Prismatic spheres, need helping to determine what happens
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="frankthedm" data-source="post: 1627966" data-attributes="member: 1164"><p>Meph is right. The wall and sphere never cam into being in the first place. Know what your spells limitations are befor you cast them.</p><p></p><p><em>Prismatic Sphere</em></p><p><em>Abjuration</em></p><p><em>Level: Protection 9, Sor/Wiz 9, Sun 9</em></p><p><em>Components: V</em></p><p><em>Casting Time: 1 action</em></p><p><em>Range: 10 ft.</em></p><p><em>Effect: 10-ft.-radius sphere centered on the character</em></p><p><em>Duration: 10 minutes/level</em></p><p><em>Saving Throw: See text</em></p><p><em>Spell Resistance: See text</em></p><p><em>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. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and the character can pass through and remain near the sphere without harm. </em></p><p><em>When the character is inside the sphere, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures who attempt to attack the character or pass through suffer the effects of each color, one at a time.</em></p><p><em>Typically, only the upper hemisphere of the globe will exist, 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.</em></p><p><em>Any creature with fewer than 8 HD that is within 20 feet of the sphere is blinded for 2d4 x 10 minutes by the colors if it looks at the wall.</em></p><p><em>Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack the character or pass through the sphere, and the magic needed to negate each color. </em></p><p><em>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 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 within it. Spell resistance is effective against a prismatic sphere, but the caster level check must be repeated for each color present.</em></p><p><em>Color Order Effect of Color Negated By</em></p><p><em>----- ----- --------------- ----------</em></p><p><em>Red 1st Stops nonmagical ranged weapons Cone of Cold</em></p><p><em> Deals 20 ponts of fire damage (Reflex half)</em></p><p><em>Orange 2nd Stops magical ranged weapoins Gust of Wind</em></p><p><em> Deals 40 points of acid damage (Reflex half)</em></p><p><em>Yellow 3rd Stops poisons, gasses, and petrification Disintegrate</em></p><p><em> Deals 80 points of electricity damage (Reflex half)</em></p><p><em>Green 4th Stops breath weapons Passwall</em></p><p><em> Poison (Kills; Fortitute partial to take 20 points of damage instead)</em></p><p><em>Blue 5th Stops divination and mental attacks Magic Missile</em></p><p><em> Turned to stone (Fortitude negates)</em></p><p><em>Indigo 6th Stops all spells Daylight</em></p><p><em> Will save or become insane (as insanity spell)</em></p><p><em>Violet 7th Energy field destroys all objects and Dispel Magic effects</em></p><p><em> Creatures are sent to another plane (Will negates)</em></p><p><em>The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).</em></p><p><em></em></p><p><em>Prismatic Spray</em></p><p><em>Evocation</em></p><p><em>Level: Sor/Wiz 7</em></p><p><em>Components: V, S</em></p><p><em>Casting Time: 1 action</em></p><p><em>Range: Close (25 ft. + 5 ft./2 levels)</em></p><p><em>Area: Cone</em></p><p><em>Duration: Instantaneous</em></p><p><em>Saving Throw: See text</em></p><p><em>Spell Resistance: Yes</em></p><p><em>This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded (see blindness/deafness) for 2d4 rounds. All creatures in the area are randomly struck by one or more beams, which have additional effects.</em></p><p><em>Color</em></p><p><em>1d8 of Beam Effect</em></p><p><em>--- ------- ------</em></p><p><em>1 Red 20 points fire damage (Reflex half)</em></p><p><em>2 Orange 40 points acid damage (Reflex half)</em></p><p><em>3 Yellow 80 points electricity damage (Reflex half)</em></p><p><em>4 Green Poison (Kills; Fortitude partial, take 20 points of damage instead)</em></p><p><em>5 Blue Turned to stone (Fortitude negates)</em></p><p><em>6 Indigo Insane, as insanity spell (Will negates)</em></p><p><em>7 Violet Sent to another plane (Will negates)</em></p><p><em>8 Struck by two rays; roll again twice, ignoring any "8" results.</em></p><p><em></em></p><p><em>Prismatic Wall</em></p><p><em>Abjuration</em></p><p><em>Level: Sor/Wiz 8</em></p><p><em>Components: V, S</em></p><p><em>Casting Time: 1 action</em></p><p><em>Range: Close (25 ft. + 5 ft./2 levels)</em></p><p><em>Effect: Wall 4 ft./level wide x 2 ft./</em></p><p><em>level high</em></p><p><em>Duration: 10 minutes/level</em></p><p><em>Saving Throw: See text</em></p><p><em>Spell Resistance: See text</em></p><p><em>Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects the character 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 the character can pass through and remain near the wall without harm. However, any other creature with fewer than 8 HD that is within 20 feet of the wall is blinded (see blindness/deafness) for 2d4 rounds by the colors if it looks at the wall.</em></p><p><em>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.</em></p><p><em>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 the character or pass through the wall, and the magic needed to negate each color. </em></p><p><em>The wall 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 disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispelling cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.</em></p><p><em>Color Order Effect of Color Negated By</em></p><p><em>----- ----- --------------- ----------</em></p><p><em>Red 1st Stops nonmagical ranged weapons Cone of Cold</em></p><p><em> Deals 20 ponts of fire damage (Reflex half)</em></p><p><em>Orange 2nd Stops magical ranged weapoins Gust of Wind</em></p><p><em> Deals 40 points of acid damage (Reflex half)</em></p><p><em>Yellow 3rd Stops poisons, gasses, and petrification Disintegrate</em></p><p><em> Deals 80 points of electricity damage (Reflex half)</em></p><p><em>Green 4th Stops breath weapons Passwall</em></p><p><em> Poison (Kills; Fortitute partial to take 20 points of damage instead)</em></p><p><em>Blue 5th Stops divination and mental attacks Magic Missile</em></p><p><em> Turned to stone (Fortitude negates)</em></p><p><em>Indigo 6th Stops all spells Daylight</em></p><p><em> Will save or become insane (as insanity spell)</em></p><p><em>Violet 7th Energy field destroys all objects and Dispel Magic effects</em></p><p><em> Creatures are sent to another plane (Will negates)</em></p><p><em>The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).</em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1627966, member: 1164"] Meph is right. The wall and sphere never cam into being in the first place. Know what your spells limitations are befor you cast them. [i]Prismatic Sphere Abjuration Level: Protection 9, Sor/Wiz 9, Sun 9 Components: V Casting Time: 1 action Range: 10 ft. Effect: 10-ft.-radius sphere centered on the character Duration: 10 minutes/level Saving Throw: See text Spell Resistance: See text 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. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and the character can pass through and remain near the sphere without harm. When the character is inside the sphere, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures who attempt to attack the character or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, 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. Any creature with fewer than 8 HD that is within 20 feet of the sphere is blinded for 2d4 x 10 minutes by the colors if it looks at the wall. Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack the character or pass through the sphere, and the magic needed to negate each color. 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 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 within it. Spell resistance is effective against a prismatic sphere, but the caster level check must be repeated for each color present. Color Order Effect of Color Negated By ----- ----- --------------- ---------- Red 1st Stops nonmagical ranged weapons Cone of Cold Deals 20 ponts of fire damage (Reflex half) Orange 2nd Stops magical ranged weapoins Gust of Wind Deals 40 points of acid damage (Reflex half) Yellow 3rd Stops poisons, gasses, and petrification Disintegrate Deals 80 points of electricity damage (Reflex half) Green 4th Stops breath weapons Passwall Poison (Kills; Fortitute partial to take 20 points of damage instead) Blue 5th Stops divination and mental attacks Magic Missile Turned to stone (Fortitude negates) Indigo 6th Stops all spells Daylight Will save or become insane (as insanity spell) Violet 7th Energy field destroys all objects and Dispel Magic effects Creatures are sent to another plane (Will negates) The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above). Prismatic Spray Evocation Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded (see blindness/deafness) for 2d4 rounds. All creatures in the area are randomly struck by one or more beams, which have additional effects. Color 1d8 of Beam Effect --- ------- ------ 1 Red 20 points fire damage (Reflex half) 2 Orange 40 points acid damage (Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 20 points of damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 Struck by two rays; roll again twice, ignoring any "8" results. Prismatic Wall Abjuration Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall 4 ft./level wide x 2 ft./ level high Duration: 10 minutes/level Saving Throw: See text Spell Resistance: See text Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects the character 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 the character can pass through and remain near the wall without harm. However, any other creature with fewer than 8 HD that is within 20 feet of the wall is blinded (see blindness/deafness) 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 accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the character 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 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 disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispelling cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present. Color Order Effect of Color Negated By ----- ----- --------------- ---------- Red 1st Stops nonmagical ranged weapons Cone of Cold Deals 20 ponts of fire damage (Reflex half) Orange 2nd Stops magical ranged weapoins Gust of Wind Deals 40 points of acid damage (Reflex half) Yellow 3rd Stops poisons, gasses, and petrification Disintegrate Deals 80 points of electricity damage (Reflex half) Green 4th Stops breath weapons Passwall Poison (Kills; Fortitute partial to take 20 points of damage instead) Blue 5th Stops divination and mental attacks Magic Missile Turned to stone (Fortitude negates) Indigo 6th Stops all spells Daylight Will save or become insane (as insanity spell) Violet 7th Energy field destroys all objects and Dispel Magic effects Creatures are sent to another plane (Will negates) The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).[/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spell Resistance and Prismatic spheres, need helping to determine what happens
Top