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 within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in 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 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.
Order | Effects |
---|---|
1 | Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. |
2 | Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind). |
3 | Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage. |
4 | Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: 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. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. |
6 | Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. Additional Effects: Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell. |
7 | Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice). Additional Effects: This layer is destroyed by Dispel Magic. |
This new version is much better written, but still not clear enough. What does it mean to have AC 10? Is it the intent that spells that target creatures, like Ray of Frost, could damage it? Because there are only a few that target objects with a melee or ranged spell attack and deal the required damage types.
Being so incredibly specific and hard to counter means a high-level player has almost no reason not to use this spell in every important combat. And every one of these combat situations are reduced to a) high-intelligence enemies not going near it or b) at least one low-intelligence enemy trying to go through it and dying instantly. In both cases, players with ranged attacks will go out, attack and go back in every turn. Combat turns into a slog.
I found that the only way to kinda deal with it is with Cloudkill, which is not great because at higher levels poison damage is completely negated by half of most parties, or Lair Actions and Legendary Actions that aren't spells and don't rely on sight. Of course spellcasters could try to Counterspell it, but if you play fair, this is reserved to really high-intelligence arcane bosses that know what a Prismatic Wall is, and if they fail to counter it, we're back to square one.
I understand that a 9th-level spell must be powerful, but this is just boring. I've read every Reddit post on the subject, the Spell Spotlight article by James Haeck here on D&D Beyond, and even Pathfinder players with similar complaints all over the Internet. If anyone has any advice on how to make this not ruin every combat, I'm all ears.
A wall is classified as an object, and this spell creates a wall.
Anything that uses an attack roll with a d20 to hit something can target a creature or an object. (Melee attack, ranged attack, spell attacks)
If an attack spell does not specifically state that you must target 'a creature' within range, then you can choose to attack an object. The inclusion of 'a creature' is usually going to be what indicates limitations on targeting.
It is an amazing spell to protect something specific as it stops ranged attacks as long as the first two layers are still up and it stops spells as long as the last two are up. Keep in mind, you cant cast or attack from behind the wall with those layers up either. You, a designated creature, can pass through the wall unharmed, but not your attacks. The enemy would learn quickly what the negative effects of the wall are, then would essentially hold their actions to play whack-a-mole when your party peaks their heads out to attack. Either that or just wait it out until the spell ends in ten minutes. It does still make for an incredible spell during a climax like "we have to hold off all the demons pouring out of this portal for the next 5 minutes while the Rogue and Cleric undo the summoning circle!!"
Its amazing for specific situations and cutting off hordes from approaching you. However, with level 9 spells, every time you use this spell means you don't get to use a Power Word or a Wish that day. It can be fun to have a party learn what one is and come up with a plan to disassemble one. My party was pulling off a high level heist, and we knew that we would have a 5 minute window to break through a Prismatic Wall if we wanted to get past a certain section. It was super fun when used against us like that.
Why is this spell classified as Abjuration? Seems to me it should be evocation.
It is a barrier....you are guarding, not evoking.
Yeah, but Wall of Fire, Force, Ice, Light, Sand, Stone, Water are all evocation spells.
Because you are putting up a wall to tell enemies "no, you can't come here"
it is a hold over from previous editions. but its also a 9th level spell.
Maybe this will help expand horizons and give some ideas.
I let the enemy use this to protect herself while the party battled minions and tried to stop her. She was opening a gate to Avernus and summoning stronger and stronger enemies each round, so the party had to deal with the enemies AND try to get to her. They were able to roll arcana checks to determine what her spell was and how to counter each layer as they encountered it, so it was a multi-tiered battle. For some of the more obscure damage types, I placed usable items on the map (catapults, arcane bolt throwers, lava etc.) that they were able to get creative with.
From what I've seen as a DM, all spells CAN be used by the party, but not all spells are necessarily FOR the party.
Hope this helps.
If you were to apply the Sorcerer's Metamagic Option;Transmuted Spell, would one application change all energy types to a single one? or would you only be able to change one layer per sorcery point?
Basically could you apply it once to make all layers dealing only Thunder damage (those layers with an energy) and then apply the Tempest domain cleric's ability to maximize damage dealing 72 Thunder damager per layer for a total of anywhere from 60-360 Thunder damage (depending on save)?