Prismatic Wall: The caster can allow its friends to go through the wall when the spell is cast, but moving through the wall to cast continues to be dangerous, leaving you hospitable opportunity attacks and readied attacks. The wall consists of seven layers, each with a special color. When a creature attempts to succeed in into or undergo the wall, it does so one layer at a time through all the wall’s layers. Because it passes or reaches through each layer, the creature must make a Dexterity saving throw or be suffering from that layer’s properties as described below.
The wall is often destroyed, also one layer at a time, so as from red to violet, by means specific to every layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an Antimagic Field has no effect thereon.
Check also: Druid Spells 5e for D&D 5th Edition
Contents
Prismatic Wall 5e Spell
- Casting Time: 1 action
- Range: 60 feet
- Components: V S
- Duration: 10 minutes
- Classes: Wizard
Check also: Casting a Spell D&D 5E (5th Edition)
PRed: The creature takes 10d6 fire damage on a failed save, or half the maximum amount of damage on a successful one. While this layer is in situ, nonmagical Ranged Attacks can’t undergo the wall. The layer is often destroyed by handling a minimum of 25 cold damage thereto.
Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in situ, magical Ranged Attacks can’t undergo the wall. The layer is destroyed by a robust wind.
Yellow: The creature takes 10d6 lightning damage on a did not save, or half the maximum amount of damage on a successful one. This layer is often destroyed by dealing with a minimum of 60 force damage thereto.
Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of the equal or greater level which will open a portal on a solid surface, destroys this layer.
Blue: The creature takes 10d6 cold damage on a did not save, or half the maximum amount of damage on a successful one. This layer is often destroyed by dealing with a minimum of 25 fire damage thereto.
Indigo: On a failed save, the creature is Restrained. It must then make a Constitution saving throw at the top of every one of its turns. If it successfully saves 3 times, the spell ends. If it fails its save 3 times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don’t get to be consecutive, keep track of both until the creature collects three of a sort. While this layer is in situ, spells cannot be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or the same spell of equal or higher level.
Violet: On a failed save, the creature is Blinded. It must then make a Wisdom saving throw at the beginning of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to a different plane of the DM’s choosing and is not any longer Blinded. (Typically, a creature that’s on a plane that may not its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel spell or an identical spell of an equal or higher level which will end spells and magical effects.
Check also: D&D 5e Spells