About: Prismatic Spray   Sponge Permalink

An Entity of Type : dbkwik:resource/HcRZysteCVx4GAi5RjMd3A==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects: * 20 fire damage (reflex) * 40 acid damage (reflex) * 80 electrical damage (reflex) * Struck with bebilith venom poison (fortitude) * Paralyzed for 10 rounds (fortitude) * Confused for 10 rounds (will vs. mind-affecting) * Struck dead (will vs. death magic)

AttributesValues
rdf:type
rdfs:label
  • Prismatic Spray
  • Prismatic spray
rdfs:comment
  • Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects: * 20 fire damage (reflex) * 40 acid damage (reflex) * 80 electrical damage (reflex) * Struck with bebilith venom poison (fortitude) * Paralyzed for 10 rounds (fortitude) * Confused for 10 rounds (will vs. mind-affecting) * Struck dead (will vs. death magic)
  • All creatures within the area of effect randomly experience 1 or 2 of the following effects: * 20 fire damage (Reflex 1/2) * 40 acid damage (Reflex 1/2) * 80 electrical damage (Reflex 1/2) * Struck with Bebilith Venom poison (Fortitude negates) * Paralyzed for 10 rounds (Fortitude negates) * Confused for 10 rounds (Will negates) * Struck dead (Fortitude negates) * Petrified as per the Flesh to Stone spell (Fortitude negates)
  • Level: Components: V, S Casting Time: 1 action Range: 60 ft Area: Cone-shaped burst Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes
  • Prismatic Spray not only blinds a creature, there are seven other additional effects possible.
  • Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
  • Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
Level
  • 7(xsd:integer)
save type
  • R
dcterms:subject
level innate
  • 7(xsd:integer)
persist
  • No
Spellbook
  • Wizard
quicken
  • Yes
magelevel
  • 7(xsd:integer)
item code
  • SCPRISM
not usable by
Casting Time
  • 7(xsd:integer)
maximize
  • No
saving throw
  • Special
innatelevel
  • 7(xsd:integer)
level sorwiz
  • 7(xsd:integer)
still
  • Yes
hostile
  • Yes
silent
  • Yes
spellresistance
  • yes
spell resistance
  • Yes
empower
  • No
area of effect
  • 70(xsd:integer)
Immunity
  • special
scroll icon
  • Prismatic Spray Icon Scroll.png
dbkwik:baldursgate...iPageUsesTemplate
dbkwik:nwn2/proper...iPageUsesTemplate
dbkwik:freed20/pro...iPageUsesTemplate
Range
  • 60(xsd:integer)
  • Short
  • s
Name
  • Prismatic Spray
save
  • Special
  • special
DESC
  • All creatures within the area of effect randomly experience 1 or 2 of the following effects: * 20 fire damage * 40 acid damage * 80 electrical damage * Struck with bebilith venom poison * Paralyzed for 10 rounds * Confused for 10 rounds * Struck dead
conesize
  • 11(xsd:integer)
duration type
  • instant
dbkwik:nwn/property/wikiPageUsesTemplate
Appears In
Components
  • VS
Duration
  • Instant
  • instant
Icon
  • Is_prismspray.png
  • is_prisspray.gif
Area
  • spellcone
  • Spell Cone
extend
  • No
School
Descriptor
  • Special
abstract
  • Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
  • Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects: * 20 fire damage (reflex) * 40 acid damage (reflex) * 80 electrical damage (reflex) * Struck with bebilith venom poison (fortitude) * Paralyzed for 10 rounds (fortitude) * Confused for 10 rounds (will vs. mind-affecting) * Struck dead (will vs. death magic)
  • All creatures within the area of effect randomly experience 1 or 2 of the following effects: * 20 fire damage (Reflex 1/2) * 40 acid damage (Reflex 1/2) * 80 electrical damage (Reflex 1/2) * Struck with Bebilith Venom poison (Fortitude negates) * Paralyzed for 10 rounds (Fortitude negates) * Confused for 10 rounds (Will negates) * Struck dead (Fortitude negates) * Petrified as per the Flesh to Stone spell (Fortitude negates)
  • Level: Components: V, S Casting Time: 1 action Range: 60 ft Area: Cone-shaped burst Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes
  • Prismatic Spray not only blinds a creature, there are seven other additional effects possible.
  • Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. * Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. * Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. * Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. * Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. * Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. * Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. * Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM ’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. * Special. The target is struck by two rays. Roll twice more, rerolling any 8.
is Spell of
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