Prismatic effects (7 colors; roll d8 for Spray):
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#1. Red: Blocks non-magical missiles; Inflicts 10 dmg (no save); Negated by Cone of Cold
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#2. Orange: Blocks magical missiles; Inflicts 20 dmg (no save); Negated by Gust of Wind
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#3. Yellow: Blocks poisons, gases, petrification; Inflicts 40 dmg (no save); Negated by Disintegrate
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#4. Green: Blocks breath weapons; Poisoned (slain, PPD save) or 20 dmg; Negated by Passwall
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#5. Blue: Blocks location/detection, psionics; Petrified (PP save); Negated by Magic Missile
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#6. Indigo: Blocks magic; Insane (RSW save); Negated by Continual Light
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#7. Violet: Blocks physical (Solid Force Field); Sent to Another Plane (Spell save); Negated by Dispel Magic
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#8. Roll again twice
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MultiPrismatic effects (24 colors; roll d30 for Spray):
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#1. Red: Stops all missiles; Inflicts 12 dmg (no save); Negated by Ice Storm
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#2. Blue: Stops all priest spells; Flesh to Stone (PP save); Negated by Disintegrate
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#3. Green: Stops all detections; Poison (PPD save); Negated by Passwall
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#4. Yellow: Stops all breath weapons; 6d10 dmg (no save); Negated by Magic Missile
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#5. Orange: Stops all death spells; 2d12 dmg (no save); Negated by Thunder or Lightning of at least 8 dice
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#6. Purple: Stops disintegration; 1d100 dmg (no save); Negated by Fire of at least 8 dice
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#7. Magenta: Stops all time oriented spells; 3d12 dmg (no save); Negated by Sound dmg of at least 8 dice
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#8. Cyan: Stops all undead; Wrench (no save); Negated by a Turn Undead vs. rating=CL
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#9. Pink: Stops all lycanthropes; Disintegrate (PP save); Negated by a touch from Wolfsbane
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#10. Silver: Stops all devils; Plane Shift to Hell (RSW save); Negated by 1 vial of Holy Water
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#11. Bronze: Stops all magic item activations; One magic item is destroyed (Spell save); Negated by Dispel Magic
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#12. Copper: Stops all psionic item activations; One psionic item is destroyed (Spell save); Negated by Dispel Psionics
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#13. Gold: Stops all demons; Plane Shift to Abyss (RSW save); Negated by Erase (reverse of Write)
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#14. Indigo: Solid Force Field; Frozen Solid (PP save); Negated by Dispel Magic and Disintegrate simulataneously
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#15. Violet: Anti-Magic shell; Insanity (Will save); Negated by priest Continual Light
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#16. Rose: Stops all fire; 5d10 dmg (no save); Negated by Cold of at least 8 dice
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#17. Lavendar: Stops all cold; 4d12 dmg (no save); Negated by Gust of Wind or Cyclone
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#18. Black: A wall of time stop; Time Stop (Level check); A demon summon can lower it, but is destroyed in the process
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#19. Black & Silver: Stops all psychic activity / psionics; Mind Wipe (Level check); Negated by Remember
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#20. Black & Gold: Golem destruction field; Unsummons a summon (no save); Negated by Turn Golem vs. rating=CL/2
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#21. Red & Blue: Stops all liquids, acid, slime; Desiccate (halve current hp; no save); Negated by Create Water
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#22. Green & Yellow: Stops all dragon attacks; Paralysis (PP save); Negated by Contingency
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#23. Purple & Silver: Stops ethereal, gaseous, non-corporeal; 10d10 dmg (no save); Negated by Hold Vapor
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#24. Green & Gold: Can be keyed to stop any one type of attack; 6d10 vile dmg (no save); Negated by Fork
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#25-#27. Roll 1d24 twice
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#28-#29. Roll 1d24 once and 1d30 once
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#30. Roll 1d30 twice
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