Prismatic Wall
Prismatic Wall
Magic Resistance: Yes
Prerequisites: Eldritch Rank 9
Disciplines: Abjuration
Potency: [2d8 + Eldritch Rank]
Cast Action [CT 6, REC 6]
Components: V, S
Cost: 1 Karma, 8 Stamina and 4 Stamina Burn
Duration: 1 hour per Eldritch Rank or until Negated (see text).
Range: 50 ft
Area: One Wall (50 ft in length, 25 ft tall, and 1 in thick) within range
Effect: You create an opaque, immobile, magical wall, shimmering with a powerfully charged rainbow of colors. The wall cannot be created in an area occupied by a creature or object. The wall is made up of 7 chromatic layers, each having a protective and offensive quality. Each layer can be permanently negated by use of a specific spell, but they must be negated in order (i.e. the 1st layer must be negated before the 2nd layer, etc). Each layer's color, order, protective qualities, and negating effect are described in the following table.
Color | Layer Order | Protective Effect | Spell Negated By |
---|---|---|---|
Red | 1st | Stops all nonmagical Weapon attacks. | Cone of Cold |
Orange | 2nd | Stops all magical Weapon attacks. | Gust of Wind |
Yellow | 3rd | Stops Poisons, Gases, and Petrification abilities. | Disintegrate |
Green | 4th | Stops Breath Weapons | Passwall |
Blue | 5th | Stops Divination and Mental Attacks. | Magic Missile |
Indigo | 6th | Stops all Magical Abilities | Daylight |
Violet | 7th | A powerful energy field which stops all objects and effects. | Dispel Magic |
The wall does not stop creatures (and their possessions) from moving through it. However, if a creature other than you moves through the wall, it is subjected to each of the following magical attacks, in order, from each remaining layer of the wall. You may move through the wall without harm.
Color | Attack vs. | Hit | Miss |
---|---|---|---|
Red | Reflex | 30 Fire Damage | 15 Fire Damage |
Orange | Reflex | 60 Caustic Damage | 30 Caustic Damage |
Yellow | Reflex | 120 Lightning Damage | 60 Lightning Damage |
Green | Fortitude | 1d6+2 Stamina Damage and Ongoing 2 Stamina damage every 10 segments [SE, ST 5d10 vs CON]. This is a poison effect. | 1d6 Stamina damage |
Blue | Fortitude | The target begins turning to stone and is Petrifying [SE, ST 5d10 vs CON]. If the target does not save within 20 segments, it is Petrified. After the target saves, it is Slowed for 1 round. | Target is Slowed for 1 round. |
Indigo | Will | The target becomes Confused [SE, ST 5d10 vs WIS]. If the target does not save within 20 segments, the confusion becomes permanent. After the target saves the target is Confused for 1 round. | The target is Confused for 1 round. |
Violet | Will | The target becomes trapped in a pocket dimension [SE, ST 5d10 vs CHA], removing it from the material plane. If the target does not save within 40 segments, the pocket dimension erupts, transporting them to a random plane. After the target saves the target remains trapped in the pocket dimension for an additional 2d6 segments with no risk of the pocket dimension erupting. When the target returns, it appears on the other side of the prismatic wall. | The target becomes trapped in a pocket dimension for 2d6 segments. When the target returns, it appears on the other side of the prismatic wall. |
The wall can be destroyed with a Disjunction Spell, but cannot be dispelled (except the Violet layer). Similarly, the wall is unaffected by an Antimagic Field or similar effect.
Master Augment, Prismatic Sphere
[Eldritch Rank 10]
Effect: Instead of creating a wall you create a 10 ft radius sphere centered around you. The sphere remains immobile once cast, but you can move in and out of it unharmed just as with the Prismatic Wall.