Post by Maelthras on Feb 6, 2017 23:13:05 GMT -8
Prismatic Dragon
Type: Dragon (Light)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 24-27 HD; very young 29-32 HD; young 34-37 HD; juvenile 39-42 HD; young adult 44-47 HD; adult 49-52 HD (Gargantuan); mature adult 54-57 HD; old 59-62 HD; very old 64-67 HD; ancient 69-72 HD; wyrm 74-77 HD; great wyrm 79+ HD
Prismatic Dragons by Age
Age/ Hit Dice (hp)/ Str/ Dex/ Con/ Int/ Wis/ Cha
Wyrmling/ 23d12+138 (287)/ 29/ 10/ 23/ 20/ 21/ 20
Very young/ 28d12+196 (378 )/ 33/ 10/ 25/ 24/ 25/ 24
Young/ 33d12+297 (511)/ 37/ 10/ 29/ 28/ 29/ 28
Juvenile/ 38d12+418 (665)/ 41/ 10/ 33/ 32/ 33/ 32
Young adult/ 43d12+559 (838 )/ 45/ 10/ 37/ 36/ 37/ 36
Adult/48d12+720 (1,032)/ 49/ 10/ 41/ 40/ 41/ 40
Mature adult/53d12+901 (1,245)/ 53/ 10/ 45/ 44/ 45/ 44
Old/ 58d12+1,102 (1,479)/ 57/ 10/ 49/ 48/ 49/ 48
Very old/ 63d12+1,323 (1,732)/ 61/ 10/ 53/ 52/ 53/ 52
Ancient/ 68d12+1,564 (2,006)/ 65/ 10/ 57/ 56/ 57/ 56
Wyrm/ 73d12+1,825 (2,299)/ 69/ 10/ 61/ 60/ 61/ 60
Great wyrm/ 78d12+2,106 (2,613)/ 73/ 10/ 65/ 64/ 65/ 64
Age/ Base Attack/Grapple/ Attack/Fort/Ref/Will
Wyrmling +23/+40 //+30/ +19/ +13/ +18
Very young +28/+47// +37/ +23/ +16/ +23
Young +33/+58// +42/ +27/ +18/ +27
Juvenile +38/+65// +49/ +32/ +21/ +32
Young adult +43/+72// +56/ +36/ +23/ +36
Adult +48/+83// +59/ +41/ +26/ +41
Mature adult +53/+90// +66/ +45/ +28/ +45
Old +58/+97// +73/ +50/ +31/ +50
Very old +63/+104// +80/ +54/ +33/ +54
Ancient +68/+111// +87/ +59/ +36/ +59
Wyrm +73/+118// +94/ +63/ +38/ +63
Great wyrm +78/+125// +101/ +68/ +41/ +68
age/ Breath Weapon/ Frightful Presence/ Speed
Wyrmling/ 27/ 26/ 60 ft., fly 250 ft.
Very young/ 31/ 31/ 60 ft., fly 250 ft.
Young/ 35/ 35/ 60 ft., fly 300 ft.
Juvenile/ 40/ 40/ 60 ft., fly 300 ft.
Young adult/ 44/ 44/ 60 ft., fly 300 ft.
Adult/ 49/ 49/ 60 ft., fly 300 ft.
Mature adult/ 53/ 53/ 60 ft., fly 300 ft.
Old/ 58/ 58/ 60 ft., fly 300 ft.
Very old/ 62/ 62/ 60 ft., fly 300 ft.
Ancient/ 67/ 67/ 60 ft., fly 350 ft.
Wyrm/ 71/ 71/ 60 ft., fly 350 ft.
Great wyrm/ 76/ 76/ 60 ft., fly 350 ft.
Prismatic Dragon Abilities by Age
Age/ AC
Wyrmling/ 35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Very young/ 42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42
Young/ 47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Juvenile/ 54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Young adult/ 61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Adult/ 64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Mature adult/ 71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Old/ 78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Very old/ 85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Ancient/ 92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Wyrm/ 99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
Great wyrm/ 106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
age/Special Abilities
Wyrmling/ Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
Young/ Damage reduction 15/magic
Juvenile/ Rainbow pattern
Young adult/ Damage reduction 15/epic
Adult/ Sunbeam
Mature adult/ Damage reduction 20/epic
Old/ Sunburst
Very old/ Damage reduction 25/epic
Ancient/ Prismatic wall
Great wyrm/ Prismatic sphere
Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon’s cone is of the size indicated by the dragon’s size, not the normal cone for the spell.
1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more, ignoring any “8” results.
Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.
Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.
Spell-Like Abilities: At will—hypnotic pattern, rainbow pattern; 3/day—prismatic sphere, prismatic wall, sunbeam, sunburst. The DC is Charisma-based.
Rainbow pattern: Illusion (Pattern) [Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 20-ft.-radius spread
Duration: Concentration +1 round/ level
Saving Throw: Will negates
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.
Sunbeam: Evocation [Light]
Casting Time: 1 action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and Reflex half
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst: Evocation [Light]
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Prismatic wall: Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven 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 of the wall, the order in which they 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 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.
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.1 Creatures sent to another plane (Will negates). /Dispel magic
The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
Prismatic sphere: Abjuration
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
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.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.
A prismatic dragon’s natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.
Type: Dragon (Light)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66
Treasure: Double standard
Alignment: Usually neutral
Advancement Range: Wyrmling 24-27 HD; very young 29-32 HD; young 34-37 HD; juvenile 39-42 HD; young adult 44-47 HD; adult 49-52 HD (Gargantuan); mature adult 54-57 HD; old 59-62 HD; very old 64-67 HD; ancient 69-72 HD; wyrm 74-77 HD; great wyrm 79+ HD
Prismatic Dragons by Age
Age/ Hit Dice (hp)/ Str/ Dex/ Con/ Int/ Wis/ Cha
Wyrmling/ 23d12+138 (287)/ 29/ 10/ 23/ 20/ 21/ 20
Very young/ 28d12+196 (378 )/ 33/ 10/ 25/ 24/ 25/ 24
Young/ 33d12+297 (511)/ 37/ 10/ 29/ 28/ 29/ 28
Juvenile/ 38d12+418 (665)/ 41/ 10/ 33/ 32/ 33/ 32
Young adult/ 43d12+559 (838 )/ 45/ 10/ 37/ 36/ 37/ 36
Adult/48d12+720 (1,032)/ 49/ 10/ 41/ 40/ 41/ 40
Mature adult/53d12+901 (1,245)/ 53/ 10/ 45/ 44/ 45/ 44
Old/ 58d12+1,102 (1,479)/ 57/ 10/ 49/ 48/ 49/ 48
Very old/ 63d12+1,323 (1,732)/ 61/ 10/ 53/ 52/ 53/ 52
Ancient/ 68d12+1,564 (2,006)/ 65/ 10/ 57/ 56/ 57/ 56
Wyrm/ 73d12+1,825 (2,299)/ 69/ 10/ 61/ 60/ 61/ 60
Great wyrm/ 78d12+2,106 (2,613)/ 73/ 10/ 65/ 64/ 65/ 64
Age/ Base Attack/Grapple/ Attack/Fort/Ref/Will
Wyrmling +23/+40 //+30/ +19/ +13/ +18
Very young +28/+47// +37/ +23/ +16/ +23
Young +33/+58// +42/ +27/ +18/ +27
Juvenile +38/+65// +49/ +32/ +21/ +32
Young adult +43/+72// +56/ +36/ +23/ +36
Adult +48/+83// +59/ +41/ +26/ +41
Mature adult +53/+90// +66/ +45/ +28/ +45
Old +58/+97// +73/ +50/ +31/ +50
Very old +63/+104// +80/ +54/ +33/ +54
Ancient +68/+111// +87/ +59/ +36/ +59
Wyrm +73/+118// +94/ +63/ +38/ +63
Great wyrm +78/+125// +101/ +68/ +41/ +68
age/ Breath Weapon/ Frightful Presence/ Speed
Wyrmling/ 27/ 26/ 60 ft., fly 250 ft.
Very young/ 31/ 31/ 60 ft., fly 250 ft.
Young/ 35/ 35/ 60 ft., fly 300 ft.
Juvenile/ 40/ 40/ 60 ft., fly 300 ft.
Young adult/ 44/ 44/ 60 ft., fly 300 ft.
Adult/ 49/ 49/ 60 ft., fly 300 ft.
Mature adult/ 53/ 53/ 60 ft., fly 300 ft.
Old/ 58/ 58/ 60 ft., fly 300 ft.
Very old/ 62/ 62/ 60 ft., fly 300 ft.
Ancient/ 67/ 67/ 60 ft., fly 350 ft.
Wyrm/ 71/ 71/ 60 ft., fly 350 ft.
Great wyrm/ 76/ 76/ 60 ft., fly 350 ft.
Prismatic Dragon Abilities by Age
Age/ AC
Wyrmling/ 35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Very young/ 42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42
Young/ 47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Juvenile/ 54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Young adult/ 61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Adult/ 64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Mature adult/ 71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Old/ 78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Very old/ 85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Ancient/ 92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Wyrm/ 99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
Great wyrm/ 106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
age/Special Abilities
Wyrmling/ Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
Young/ Damage reduction 15/magic
Juvenile/ Rainbow pattern
Young adult/ Damage reduction 15/epic
Adult/ Sunbeam
Mature adult/ Damage reduction 20/epic
Old/ Sunburst
Very old/ Damage reduction 25/epic
Ancient/ Prismatic wall
Great wyrm/ Prismatic sphere
Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon’s cone is of the size indicated by the dragon’s size, not the normal cone for the spell.
1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays; roll twice more, ignoring any “8” results.
Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon’s Charisma bonus.
Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.
Spell-Like Abilities: At will—hypnotic pattern, rainbow pattern; 3/day—prismatic sphere, prismatic wall, sunbeam, sunburst. The DC is Charisma-based.
Rainbow pattern: Illusion (Pattern) [Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 20-ft.-radius spread
Duration: Concentration +1 round/ level
Saving Throw: Will negates
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.
Sunbeam: Evocation [Light]
Casting Time: 1 action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and Reflex half
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst: Evocation [Light]
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Prismatic wall: Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven 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 of the wall, the order in which they 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 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.
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.1 Creatures sent to another plane (Will negates). /Dispel magic
The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
Prismatic sphere: Abjuration
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
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.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.
A prismatic dragon’s natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.