Prismatic Wildwall functions as Prismatic Wall, but it contains fewer colors, and they are in a different order each time. It creates a vertical, opaque wall -- a shimmering, multicolored plane of light that protects you from most attacks. The wall flashes with colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.
The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors possible in the wall, the order in which they normally appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall 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 wildwall, 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 wildwall, but the caster level check must be repeated for each color present.
Prismatic Wildwall can be made permanent with a permanency spell.
Color | Order | Effect of Color | Negated By |
---|---|---|---|
Red | 1st | Stops nonmagical 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 |
d20 | New Order |
---|---|
1 | Swap Red and Orange |
2 | Swap Red and Yellow |
3 | Swap Red and Green |
4 | Swap Red and Blue |
5 | Swap Red and Indigo |
6 | Swap Orange and Yellow |
7 | Swap Orange and Green |
8 | Swap Orange and Blue |
9 | Swap Orange and Indigo |
10 | Swap Yellow and Green |
11 | Swap Yellow and Blue |
12 | Swap Yellow and Indigo |
13 | Swap Yellow and Violet |
14 | Swap Green and Blue |
15 | Swap Green and Indigo |
16 | Swap Green and Violet |
17 | Swap Blue and Indigo |
18 | Swap Blue and Violet |
19 | Swap Indigo and Violet |
20 | Reverse the order of all colors |
d20 | Remove Colors |
---|---|
1 | Remove Indigo and Violet |
2 | Remove Blue and Violet |
3 | Remove Green and Violet |
4 | Remove Yellow and Violet |
5 | Remove Orange and Violet |
6 | Remove Red and Violet |
7-8 | Remove Violet |
9-10 | Remove Indigo |
11-12 | Remove Blue |
13-14 | Remove Green |
15-16 | Remove Yellow |
17-18 | Remove Orange |
19-20 | Remove Red |
To determine the configuration of your wall, first roll three times on the Swapping Table, making adjustments to the order of the colors each time. Then, roll on the Removal Table to see which colors are removed. A Wildwall always has five or six colors, never the full seven.
A creature within 20 feet of the wildwall and perfect vision can tell which colors are flashing across the wall. If that creature is familiar with Prismatic Wall and makes a Spellcraft check vs. DC 17 + your adjusted caster level, he can tell in which order your Prismatic Wildwall is arranged.