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Prismatic wall was a powerful abjuration spell that created a protective wall that affected any creature trying to cross it with a variety of effects.[2]

Effects

A multicolored wall of light 90-ft (27.4 m) long, 30-ft (9.1 m) tall and 1-in (2.5 cm) thick appeared at the caster's desired location, within a 60-ft (18.3 m) range, lasting for 10 minutes. It could be shaped in the form of a sphere of up to 30 ft (9.1 m) in diameter as well. The caster could also designate creatures that were immune to the wall and could pass through it unaffected. The spell also did not require the caster to keep concentrating on it. Any other creature attempting to cross the wall had to go through all seven layers, in order, risking suffering the effects of each one, or destroying them one by one:[2]

Red
Inflicted fire damage. It could be destroyed by cold damage.[2]
Orange
Inflicted acid damage. It could be destroyed by a strong wind.[2]
Yellow
Inflicted lightning damage. It could be destroyed by force damage.[2]
Green
Inflicted poison damage. It could be destroyed by a passwall spell or any more powerful spell that could open a passage on a solid surface.[2]
Blue
Inflicted cold damage. It could be destroyed by fire damage.[2]
Indigo
A creature affected by this layer became paralyzed and could be subsequently turned to stone. It also prevented spells from being cast through the wall. It could be destroyed by a daylight spell or any more powerful spell that created bright light.[2]
Violet
A creature affected by this layer became blind, and could be subsequently banished to another plane. It could be destroyed by a dispel magic or more powerful spell that ended magical effects.[2]

The wall was immune to the antimagic field spell, but it could be completely destroyed at once by a rod of cancellation.

Components

The spell required only verbal and somatic components.[2]

History

The spell was attributed to Netherese arcanist Anglin of Seventon in −1923 DR and was originally called Anglin's wall.[1]

Appendix

See Also

References

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23, 26. ISBN 0-7869-0437-2.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 211, 267–269. ISBN 978-0-7869-6560-1.
  3. Template:Cite book/Player's Handbook 3.5 edition
  4. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 191–192. ISBN 0-88038-716-5.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  6. Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), pp. 125–126. ISBN 0-7869-0709-6.
  7. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
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