This spell functions like 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 2d4×10 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 that attempt to attack you or pass through suffer the effects of each color, one at a time.
The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Prismatic sphere can be made permanent with a permanency spell.
Color Order Effect of Color Negated By
Red 1st Stops non-magical ranged weapons. Deals 20 points of fire damage (Reflex half). Cone of cold
Orange 2nd Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half). Gust of wind
Yellow 3rd Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half). Disintegrate
Green 4th Stops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Passwall
Blue 5th Stops divination and mental attacks. Turned to stone (Fortitude negates). Magic missile
Indigo 6th Stops all spells. Will save or become insane (as insanity spell). Daylight
Violet 7th Energy field destroys all objects and effects. Creatures sent to another plane (Will negates). Dispel magic