Prismatic Wall
Prismatic Wall
9-level Abjuration
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and mana are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or be blinded until the end of its next turn. The wall consists of seven layers, each with a different color. When a creature voluntarily move through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer or when the layer has dealt sufficient damage. Once a layer is destroyed, it remains so for the duration of the spell. The wall cannot be destroyed or dispelled by any other means, Dispel Magic and even an Antimagic Field has no effect on it. Any spell that deals damage to creatures can deal damage to the wall, but only if the wall would be destroyed by that damage type. 1. Red. The creature takes 30 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, ranged weapon attacks can't pass through the wall. The layer is destroyed when it has dealt a total of 120 fire damage or when 30 cold damage is dealt to it. 2. Orange. The creature takes 30 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, ranged spell attacks can't pass through the wall. The layer is destroyed when it has dealt a total of 120 acid damage or when it is exposed to a strong wind. 3.Yellow. The creature takes 30 lightning damage on a failed save, or half as much damage on a successful one. The layer is destroyed when it has dealt a total of 120 acid damage or when it is exposed to a strong wind. 4.Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 5.Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. 6.Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, it is immune to the effects of this layer. 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 creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by an Illuminate spell or a similar spell of equal or higher level. 7.Violet. On a failed save, the creature 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 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.) This layer (and only this layer) is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
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