Prismatic Wall
Action - wall (60 ft.) - 9th Level (Evocation) - VS - 10 Minutes
Utility
You conjure a shimmering, multicolored wall of light. Choose either a vertical opaque wall (up to 90 ft. long, 30 ft. high, 1 in. thick) or a 30-ft. sphere.
The wall sheds bright light to 100 ft. and dim light for another 100 ft.
Allies designated at the time of casting can pass freely without harm.
Creatures passing through the wall do so one layer at a time, making saving throws against each layer. Look at wall layers below.
The wall can only be destroyed layer by layer, from Red to Violet. Antimagic Field has no effect. Dispel Magic only works against the Violet layer.
1 Minute
Creatures within 20 ft. of the wall
Constitution Save
Failure: Target is Blinded
Success: No effect.
Wall Layers
Red: Dexterity Save or take 10d6 fire damage (half on success). Blocks nonmagical ranged attacks. Destroyed by 25 cold damage.
Orange: Dexterity Save or take 10d6 acid damage (half on success). Blocks magical ranged attacks. Destroyed by strong wind.
Yellow: Dexterity Save or take 10d6 lightning damage (half on success). Destroyed by 60 force damage.
Green: Constitution Save or take 10d6 poison damage (half on success). Destroyed by Passwall or similar spell of 5th+ level.
Blue: Constitution Save or take 10d6 cold damage (half on success). Destroyed by 25 fire damage.
Indigo: WIS save or be Restrained. At the end of each turn, make a Constitution Save:
3 successes: effect ends.
3 failures: target becomes permanently Petrified.
Blocks spells from passing through. Destroyed by bright light from Daylight or a 3rd+ level spell that emits bright light.
Violet: WIS save or be Blinded. At the start of your next turn, make another WIS save:
Failure: Target is banished to another plane (DM's choice, typically home plane or Astral/Ethereal).
Success: Blindness ends.
Destroyed by Dispel Magic or similar spell of 6th+ level that can end magical effects.
Classes:
Subclasses: