Prismatic Aura

Prismatic Aura
  • Abjuration
  • Level: Red/Green/White/Blue/Black 6
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 1 round/level or until discharged; see text

You are surrounded in a flashing aura of multiple colors.

The prismatic aura spell obscures your image, granting you concealment. In addition, any creature that hits you with a natural or nonreach melee weapon is subject to a random prismatic effect. Roll 1d6 and consult the table below; reroll any result of 6, since a prismatic aura can’t generate two effects at once. Once a color has been generated twice, that color disappears from the aura (reroll if it comes up again on the table). Thus a prismatic aura can affect a maximum of ten attackers before it disappears, and the spell ends. An attacker is entitled to any applicable saves, and spell resistance applies to this effect. Opponents take a -2 penalty on their saving throws against this spell.

1d6 Color of Beam Effect
1 Red 1d6 points of fire damage per caster level, max 15d6 (Reflex half)
2 Green Poison (Frequency 1/rd. for 6 rd.; Effect 1d2 Con/rd.; Cure 2 consecutive Fort saves)
3 White Blinded plus 1d6 points of light damage per two caster levels, max 10d6 (Reflex half and negates blind)
4 Blue Confusion for 1 round/caster level (Will reduces to 1 round)
5 Black 1d4 negative levels (Fort half, min 1)
6 Reroll Not applicable to prismatic aura; reroll

A character cannot benefit from both Prismatic Aura and Prismatic Shield at the same time.

Prismatic Aura

Skies of Glass Planeswalker Planeswalker