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AD&D Players Handbook/Database/Spells/Magic-User/Prismatic Sphere

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Revision as of 17:09, 22 August 2026 by adnd>WikiImporter (Generated searchable database record from supplied Players Handbook)
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  1. Prismatic Sphere


Class Magic-User
Spell level 9
School Abjuration, Conjuration/Summoning
Reversible No
Range 0
Duration 7 turn/level
Area of Effect 2” diometer sphere
Components V
Casting Time 7segments
Saving Throw Special


    1. Description

This spell enables the magic-user to conjure up an opaque globe of shimmering, multi-colored spheres of light to surround him or her which give protection from all forms of attack. This scintillating sphere flashes all the seven colors of the visible spectrum, and each of these spheres of color has a different power and purpose. Any creature with fewer than eight hit dice will be blinded for from 2 to 8 turns by the colors of the sphere. This phenomenon is immobile and only the spell caster con pass in and out the prismatic sphere without harm. Note that typically the upper hemisphere of the globe will be visible, as the spell caster is at the center of the sphere, so the lower half is usually hidden by the floor surface he or she is standing upon. The colors and effects of the prismoticsphere, os well as what will neGate each globe, are: Color of Globe Order of Globe Spell NeGated Effects of Globe BY red 1 st prevents all non-magical mis- siles - inflicts 10 hit points of damage cone of cold prevents all magical missiles - inflicts 20 hit points of damage orange 2nd gust of wind yellow 3rd disintegrote prevents poisons, gasses, and petrification - inflicts 40 hit points of damage prevents all breath weapons - save vs. poison or dead green 4th passwoll blue 5th prevents location/detection and psionics - save vs. petrification or turned to stone magic missile 93

    1. Source

Supplied Players Handbook PDF, PDF page 94. Original printed page is approximately 92 for this portion of the scan. Source column: L.

OCR source record

Level: 9 Components: V Range: 0 Casting Time: 7segments Duration: 7 turn/level Area of Effect: 2” diometer sphere Saving Throw: Special Explanation/Description: This spell enables the magic-user to conjure up an opaque globe of shimmering, multi-colored spheres of light to surround him or her which give protection from all forms of attack. This scintillating sphere flashes all the seven colors of the visible spectrum, and each of these spheres of color has a different power and purpose. Any creature with fewer than eight hit dice will be blinded for from 2 to 8 turns by the colors of the sphere. This phenomenon is immobile and only the spell caster con pass in and out the prismatic sphere without harm. Note that typically the upper hemisphere of the globe will be visible, as the spell caster is at the center of the sphere, so the lower half is usually hidden by the floor surface he or she is standing upon. The colors and effects of the prismoticsphere, os well as what will neGate each globe, are: Color of Globe Order of Globe Spell NeGated Effects of Globe BY red 1 st prevents all non-magical mis- siles - inflicts 10 hit points of damage cone of cold prevents all magical missiles - inflicts 20 hit points of damage orange 2nd gust of wind yellow 3rd disintegrote prevents poisons, gasses, and petrification - inflicts 40 hit points of damage prevents all breath weapons - save vs. poison or dead green 4th passwoll blue 5th prevents location/detection and psionics - save vs. petrification or turned to stone magic missile 93