Prismatic Wall

A 9th Level Abjuration spell

Casting time: 1 Action

Duration: 10 minutes

Range: 60’

Components: V, S

Can be learnt by: Wizard

A shimmering, multicolored plane of light forms a vertical opaque wall up
to 90’ long, 30’ high, and 1” thick centered on a point you can see within
range. Alternatively, you can shape the wall into a sphere up to 30’ 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 the spell slot are
wasted.

The wall sheds bright light out to a range of 100’ and dim light for an
additional 100’. You can 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’ of it or starts its turn there, the
creature must succeed on a Constitution save or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a
creature attempts to reach into or pass 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 save 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. Once a layer is destroyed, it remains
destroyed for the duration of the spell. A Rod of Cancellation or a Sphere of
Annihilation destroys a prismatic wall, but an Antimagic Field has no effect on
it.

1. Red. The creature takes 10d6 fire damage on a failed save, or half as much on a success. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it
2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much on a success. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer can be destroyed by a blast of strong wind (at least 30mph)
3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much on a success. This layer can be destroyed by dealing at least 60 force damage to it
4. Green. The creature takes 10d6 poison damage on a failed save, or half as much on a success. 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 on a success. 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 save at the end of each of its turns. If it succeeds three times, the spell ends. If it fails three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failure 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. This layer can be destroyed by bright light shed by a Daylight 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 save 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 at random 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 Sea or Far Ethereal). This layer can be destroyed by a Dispel Magic spell or similar spells of equal or higher level that can end spells and magical effects