Pathfinder Roleplaying Game Core Rulebook
  • School abjuration
  • Spell Lists
    • sorcerer/wizard 8
  • Casting Time 1 standard action
  • Components V, S
  • Range close (25 ft. + 5 ft./2 levels)
  • Effect(s) wall 4 ft./level wide, 2 ft./level high
  • Duration 10 min./level (D)
  • Saving Throw see text
  • Spell Resistance see text

Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you 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 you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds 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 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 speci ed 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.

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).

Prismatic wall can be made permanent with a permanency spell.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Core Rulebook

SECTION 15

  • Pathfinder Roleplaying Game Core Rulebook, Copyright 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved.
  • Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.