Kass quickly digested what she had heard.  Aria could damage this thing, but it would probably require Kass to help distract it.  She agreed with dropping the pillar, but Kass also knew that the 'violet' layer of the spell could potentially destroy the statue inside... and that would be<em>very</em>bad to say the least.  Not only that, but the spell would have to be affixed to the statue first for that to happen... and the spell around Aria could only tell the strength, not anything else.  Could be a teleportation ward, which would make sense unfortunately and would then make the situation more difficult for getting the statue out of this place, but it could be an alarm spell or a number of many other things... damn, there was no good way to handle this...<br/><br/>Kass finally sighed; looks like the safest way was the<em>hard way</em>.  Wonderful...<br/><br/>"Okay, I'm going to flank it, you charge it and slay it as best as you can, okay?  Pray the thing doesn't divide on us..." Kass replied, and waited for Aria to get ready to go "May Sune bless and protect us both..."<br/><br/>She rushed forward into the room a moment later, moving quickly and carefully if the ooze decided to assault her mid-run, and when she got to the other side of the thing she readied herself in case Aria could not slay this as easily as she did the other creatures they had faced.  If this thing got to attacking them... who knew what would happen?<br/><br/>First, this is<em>not</em>a Flux Slime... is it?  http://www.d20srd.org/srd/epic/obstacles.htm#fluxSlime (http://www.d20srd.org/srd/epic/obstacles.htm#fluxSlime)<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Prismatic Sphere<br/>Abjuration<br/>Level:    Protection 9, Sor/Wiz 9, Sun 9<br/>Components:    V<br/>Range:    10 ft.<br/>Effect:    10-ft.-radius sphere centered on you<br/><br/>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.<br/><br/>The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4×10 minutes.<br/><br/>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.<br/><br/>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.<br/><br/>The colors of the sphere have the same effects as the colors of a prismatic wall.<br/><br/>Prismatic sphere can be made permanent with a permanency spell. </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Prismatic Wall<br/>Abjuration<br/>Level:    Sor/Wiz 8<br/>Components:    V, S<br/>Casting Time:    1 standard action<br/>Range:    Close (25 ft. + 5 ft./2 levels)<br/>Effect:    Wall 4 ft./level wide, 2 ft./level high<br/>Duration:    10 min./level (D)<br/>Saving Throw:    See text<br/>Spell Resistance:    See text<br/><br/>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.<br/><br/>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.<br/><br/>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.<br/><br/>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.<br/><br/>Prismatic wall can be made permanent with a permanency spell.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>To me it sounds like the walls are completely immobile... in space... and while it stops things from entering it for sure, it only stops things from being 'projected' outward from it... like an arrow or spell.  The stuff inside the prismatic sphere is not being 'projected' per se; it is moving of it's own accord via gravity... but because I am not entirely sure on it, I simply went with the alternative, which I feel will work well enough anyway.<br/><br/>Double Move to get to a flanking position for Aria, since my<em>last</em>plan was not feasible as I need to move a minimum of 45-50' to get to the flanking position... so yeah, I'm setting up for Aria, so I<em>really</em>pray this shit works >.>