8th level Abjuration
Classes: Sorcerer, Wizard
Domains: Protection
Components: V, S
Casting Time: Standard
Range: 60 ft
Effect: Multicolored wall up to 90 feet long, 30 feet high, and 1 inch thick
Duration: 3 hours (D)
Saving Throw: See text
Spell Resistance: Yes
Description: Prismatic wall creates a vertical, opaque wall--a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than +8 Perception that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.
A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the spell attack check must be repeated for each color present.
Leveling: At level 9, the spell instead creates an immobile, 10-foot-radius sphere centered on you.
Color | Order | Effect of Color | Negated By |
---|---|---|---|
Red | 1st | Stops nonmagical ranged weapons. Deals 20 points of fire damage to creatures who pass through it (DEX half). | Cone of cold |
Orange | 2nd | Stops magical ranged weapons. Deals 40 points of acid damage to creatures who pass through it (DEX half). | Gust of wind |
Yellow | 3rd | Stops poisons, gases, and petrification. Deals 80 points of electricity damage to creatures who pass through it (DEX half). | Disintegrate |
Green | 4th | "Stops breath weapons. Creatures who pass through it are poisoned (2d4 CON damage per round until saved)" | Passwall |
Blue | 5th | Stops divination and mental attacks. Creatures who pass through it are turned to stone. On a failed save, the target is stunned (level 2). They must then make a CON saving throw at the end of each of their turns. If they successfully save three times, the stun ends with no other effects. If they fail their save three times, they permanently turn to stone. The successes and failures don't need to be consecutive. | Magic missile |
Indigo | 6th | Stops all spells. Creatures who pass through it are cursed with insanity. They take 2d4 WIS damage each round until saved. When the target's wisdom score is fully damaged, they are inflicted with confusion. The WIS damage and the confusion effect can only be healed after a successful remove curse spell is cast. | Daylight |
Violet | 7th | Energy field destroys all objects and effects that pass through it.1 Creatures who do so must make a WIS save. If failed, they are transported to another plane (usually the ethereal or astral) for 1 minute. After this time, they may make another WIS save. If successful, they are returned to their original location; if failed, they remain banished to the foreign plane. | Dispel magic |