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Prismatic Spray not only blinds a creature, but there are also seven other additional random effects possible.

Description[]

Prismatic Spray
When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from his hand, portraying all colors of the visible spectrum. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose:

Red –– Inflicts 20 points of damage; Save vs. Spell for half.
Orange –– Inflicts 40 points of damage; Save vs. Spell for half.
Yellow –– Inflicts 80 points of damage; Save vs. Spell for half.
Green –– Save vs. Poison or die; survivors take 20 points of poison damage.
Blue –– Save vs. Petrification or be turned to stone.
Indigo –– Save vs. Wands or be feebleminded.
Violet –– Save vs. Spell or be disintegrated.

Gameplay[]

The caster directs this spell in a spray "fan" area of effect that widens laterally as the multi-colored rays spread out, and travel up to 15 feet distance from the caster - select the direction of the fan area using the targeting cursor.

Upon completion of the spell, a multicolored spray will fan out from the caster (and the caster's sprite will automatically face in the direction of the spray).

Despite the spell's description that "any creature" in the spell's spray can potentially be affected, this particular spell won't affect anything except enemy creatures.

Any enemy creature in the spray will be exposed to an individual random probability of a Blindness status effect, and 1 or 2 other effects.

This spell (like any other probabilistic spell in the game) rolls a number between 0 and 99 to determine which effects take place on a failed save (with some overlap allowing for 2 effects to occur at once, as the description states):

0-14 = 20 magic damage, save vs spells for half

12-29 = 40 magic damage, save vs spells for half

27-44 = 80 magic damage, save vs spells for half

42-59 = 100% of a target's HP in poison damage, save vs poison to only take 20 damage

57-73 = petrification, save vs polymorph/petrification to avoid

71-87 = feeblemindedness, save vs wand to avoid

85-99 = disintegration, save vs spell to avoid

This means that there's an 18% chance for targets to roll two saves, a 58% chance for them to roll against an instant death effect (feeblemind is essentially death for the protagonist, as the target is left completely helpless) and a 9% chance for them to roll against two instant death effects.

Moreover, the fact that the poison damage does 100% of a target's HP in damage means it can theoretically kill an enemy that might be immune to every other instant death effect, but vulnerable to poison.

This spell can be blocked by Magic resistance or negated by Spell Immunity: Conjuration.

All the spell's lingering effects can be removed with a Dispel Magic effect, except for the Petrified effect.

Notes[]

The projectile for this spell, is possibly miscoded and is excluding party members from being affected. All creatures in the AoE should be exposed to the spell.

Where to obtain its scroll[]

Baldur's Gate II: Shadows of Amn[]

Baldur's Gate II: Throne of Bhaal[]

Trivia[]

This spell first appeared as "The Excellent Prismatic Spray" in the book The Dying Earth (aka Mazirian the Magician, collection of linked stories) by Jack Vance.

The Advanced Dungeons and Dragons 2nd Edition Wizard spell Prismatic Spray has some differences than the BG game's version. Instead of being feebleminded, it can cause insanity, and rather than disintegration, a victim is sent to another plane. The Pen and Paper spell has 70x15 feet spray effect. But the largest difference is that anyone in the spray can be affected, there is no immunity for the caster and allies.

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its Spell School, casting time, saving throw, effects, and description. See below:

Prismatic Spray
Level: 7
School: Alteration
Range: Special
Duration: Special
Casting Time: 1
Area of Effect: Cone
Saving Throw: Special

When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand. These include all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. Any creature that is caught within the area of effect will be touched by one or more rays. The effects of the rays are listed below, and all saves are made at a -4 penalty.

Red - 10d6 points of fire damage (save vs. breath half)
Orange - 10d6 points of acid damage (save vs. breath half)
Yellow - 10d6 points of electrical damage (save vs. breath half)
Green - Death (save vs. poison reduces to 20 poison damage)
Blue - Permanently stunned (save vs. polymorph neg.)
Indigo - Feeblemind (save vs. wands neg.)
Violet - Maze (save vs. spell neg.)

Note:The SR mod version is near instantly cast, making this spell very useful and more effective to aim at moving opponents, however it has a range of 10' and will potentially affect any creature in the AoE. It uses projectile 253 - Prismatic Spray, but the mod fixes the projectile as it has some coding errors in the unmodified game, meaning it won't affect party members (and it should, by rule).
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