Prismatic Wall 5e

Glittering multicolored planes made of light form an opaque wall. The wall is perpendicular to the ground, up to 90 feet long, 30 feet high, and 1 inch thick, and originates from a point visible to you at a distance.

Prismatic Wall 5e

Level: 9th

Classes: Wizard

Casting Time: 1 Action

Range: 60 feet

Components: V, S

Duration: 10 minutes

You can also shape this wall into a 30-foot-diameter sphere centered at a point visible to you within casting distance. The mana wall stays in place for the duration of the spell. If you position the wall so that it may pass through a space occupied by a creature, the spell fails, and your action and spell bits are still wasted.

The wall of magic extends 100 feet of bright illumination plus 100 feet of dim illumination. You and the creature designated at the time the spell is cast can pass through the wall or stay near it without taking damage. If another creature with eyes on the wall moves to or begins its turn within 20 feet of the wall, the creature must make a stat exemption; a failed exemption renders it blind for 1 minute.

A façade consists of seven layers, each a different color. When a creature attempts to enter or pass through a façade, it passes through all the façade’s light layers one layer at a time. For each layer it passes through, it must make an Agility Immunity, failing which it is affected by the following light layer characteristics.

A façade can be destroyed, but it must pass through each light layer one at a time, in order from red to purple. Once a light layer is destroyed, it remains destroyed for the duration of the spell. antimagic field does not work on magic walls, and dispel magic only works on purple walls.

1.Red. Creatures take 10d6 fire damage on a failed immunity, half damage on a successful immunity. While this light layer is present, non-magical ranged attacks cannot penetrate the wall. The light layer is destroyed if it takes at least 25 points of freezing damage.
2.Orange. Creatures that fail immunity take 10d6 acid damage, and damage is halved if immunity is granted. Magic ranged attacks cannot pass through a façade while this light layer is present. The light layer is destroyed when hit by strong winds.
3.Yellow. Creatures that fail immunity take 10d6 lightning damage, and damage is halved if immunity is granted. It is destroyed when the creature takes at least 60 points of force field damage.
4.Green. creature takes 10d6 toxin damage on a failed immunity attempt, and halves damage if immunity is granted. A creature’s light layer is destroyed when affected by the spell passwall, or by the effects of another spell of the same or higher ring level on a solid surface opening.
5.Blue. a creature takes 10d6 freezing damage on a failed immunity, and halves that damage on a successful immunity. The naked layer is destroyed for at least 25 points of fire damage.
6.Indigo. creature’s immunity fails and it is bound. It makes one stat immunity at the end of each round. The spell ends after three successful immunities. After three failed immunity attempts, the target is permanently petrified. Successful or failed immunities do not need to be consecutive, just keep track of the number of both until one of them reaches three. Spells cannot pass through this light layer while it is present. The light layer is destroyed when illuminated by the daylight spell, or by bright light from another spell of the same or higher ring level.
7.Violet. creature falls blind on a failed immunity. It must make a Sense Immunity on the start of your next turn. A successful immunity ends the creature’s blindness. If it fails, the creature is transported to another DM-designated plane and is no longer blind. (Typically, creatures not on their home plane are banished home, while other creatures are usually teleported to the Astral or Etheric planes.) This light layer is destroyed while under the influence of the spell dispel magic, or other similar effects of the same or higher ring level spells that terminate the spell’s magic.