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|This article or section contains Dungeons & Dragons gameplay mechanics in violation of the "no crunch" rule.
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This spell functions in the same manner as prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
The sphere's blindness effect on creatures with less than 8 HD lasts 2d4 x 10 minutes.
You can pass into and out of the prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures who attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. ?. ISBN 0-7869-1551-4.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 63–66. ISBN 0-7869-1836-5.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 196. ISBN 0-88038-716-5.
- ↑ Dale Donovan (January 1998). Cult of the Dragon. (TSR, Inc), pp. 125–126. ISBN 0-7869-0709-6.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.