Prismatic Wall

9th-level abjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 10 minutes

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 shape the wall into a globe up to 30 feet in diameter centered on a point you choose within range. The wall lasts for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be 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 have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer. Prismatic Layers: 1. Red: 12d6 Fire damage on failed save, half on success. Nonmagical ranged attacks can't pass through. Destroyed by at least 25 Cold damage. 2. Orange: 12d6 Acid damage on failed save, half on success. Magical ranged attacks can't pass through. Destroyed by a strong wind (such as Gust of Wind). 3. Yellow: 12d6 Lightning damage on failed save, half on success. Destroyed if it takes at least 60 Force damage. 4. Green: 12d6 Poison damage on failed save, half on success. Destroyed by a Passwall spell or similar. 5. Blue: 12d6 Cold damage on failed save, half on success. Destroyed if it takes at least 25 Fire damage. 6. Indigo: Restrained condition on failed save. Constitution save at end of each turn; three successes end it, three failures turn to Petrified. Spells can't be cast through this layer. Destroyed by Bright Light shed by Daylight spell. 7. Violet: Blinded condition on failed save, with Wisdom save at start of next turn. Success ends condition; failure teleports to another plane. Destroyed by Dispel Magic.

Classes: Bard, Wizard