A nearly invisible layer made out of crystal grows from a point within range as you collect energy from the elemental plane of Earth. A creature must succeed on a Perception check equal to your spell save DC to become aware of the wall. You can make the wall up to 60 feet long, 20 feet high and 1 inch thick. You can shape it in any way you choose as long as it makes a continuous path along the ground.
The wall has hit points equal to five times your casting class level and AC equal to your level. It is immune to necrotic, poison and psychic damage.
Every time a creature or object deals damage to de wall spikes of crystal fly to it charged with powerful psychic energy and the target must suceed on a Dexterity saving throw, provided that it is 300 feet or less away from the crystal. On a failed save, it takes 6d8 slashing damage and 10d8 psychic damage, it is pushed 30 feet away from the wall and is knocked prone; or half as much damage on a succesful one and the creature is pushed but it isnt knocked prone.
When the wall is destroyed, the last creature who dealt damage to it must suceed on a Dexterity saving throw or be restrained between the last and deadliest crystal spikes of the wall. Aditionally, on a failed save it takes 6d8 slashing damage and 12d12 psychic damage or half as much damage on a succesful one.
You can only have one wall of this kind created at a time. It can only be removed if it is dispelled, destroyed or with a wish spell.
* - (A shard of a Great Crystal that was killed within the last 24 hours (worth at least 1,500 gp) which the spell consumes)