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Pathfinder

Compendium

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Prismatic Sphere

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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 × 10 minutes.

You can pass into and out of the Prismatic Sphere and remain near it without harm. When you're inside it, however, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that 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 exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a Prismatic Wall:

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/round for 6 rounds; init. effect: death, sec. effect: 1 Constitution/round; cure 2 consecutive Fortitude 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 Sphere can be made permanent with a Permanency spell.

Attributes

Casting Time
1 standard action
Components
V
Duration
10 min./level (D)
Effect
10-ft.-radius sphere centered on you
Level
Sorcerer/wizard 9
Range
10 ft.
Saving Throw
See text
School
Abjuration
Spell Resistance
See Text
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