Prismatic Sphere (Wizard Spell)

This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him, giving protection from all forms of attack. The sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them.
The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. Any creature passing through the barrier receives the effect of every color still remaining. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe.
Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on.
Furthermore, a rod of cancellation or a Mordenkainen's disjunction spell will destroy a prismatic sphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active—i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.
 Prismatic Sphere Effects
Color of Sphere	Order of Sphere	Effects of Globe 	Spell Negated By
Red 	1st 	Stops non-magical missiles-Inflicts 20 points of damage, save vs. spell for half 	cone of cold
Orange 	2nd 	Stops magical missiles-Inflicts 40 points of damage, vs. spell for half save 	gust of wind
Yellow 	3rd 	Stops poisons, gases, and petrification-Inflicts 80 points of damage, save vs. spell for half	disintegrate
Green 	4th 	Stops breath weapons-Save vs. poison or die; survivors suffer 20 points of poison damage 	passwall
Blue 	5th 	Stops location/detection and mental attacks-Save vs. petrification or be turned to stone 	magic missile
Indigo 	6th 	Stops magical spells-Save vs. wand or go insane 	continual light
Violet 	7th 	Force field protection-Save vs. spell or be sent to another plane 	dispel magic
Category:Wizard Spells
Category:Spells from Players Handbook
Category:Spells
Category:Spells from Wizard's Spell Compendium