SRD5:Prismatic Wall: Difference between revisions

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'''{{Title Only|{{BASEPAGENAME}}}}''' is a [[SRD5:Spell|spell]] in 5th edition.
'''Prismatic Wall''' is a {{srd5lc|Spell}} in [[5e|5th edition]].
{{5e Spell
{{5e Spell
|name=Prismatic Wall <!-- name of spell-->
|name=Prismatic Wall <!-- name of spell-->
|sorttext=
|sorttext=
|refs={{SRD5ref}}
|level=9 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|level=9 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|school=Abjuration <!-- spell school name only; ex: Transmutation -->
|school=Abjuration <!-- spell school name only; ex: Transmutation -->
|ritual= <!-- if ritual, type "ritual"-->
|ritual= <!-- if ritual, type "ritual"-->
|casttime= <!-- action, reaction, bonus, minute, hour, desc -->
|casttime=action <!-- action, reaction, bonus, minute, hour, desc -->
|casttext=action <!-- text after casting time, ex. reaction condition -->
|casttext= <!-- text after casting time, ex. reaction condition -->
|range=60 feet <!-- range -->
|range=60 feet <!-- range -->
|comp=V, S
|comp=V, S
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|summary= <!-- summary for nav pages -->
|summary= <!-- summary for nav pages -->
|fluff= <!-- not used-->
|fluff= <!-- not used-->
|rules=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 you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet 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 {{srd5lc|Action}} and the {{srd5lc|Spell Slot}} are wasted.  
|rules=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 you can see within {{srd5lc|Range}}. Alternatively, you can shape the wall into a {{srd5lc|Sphere}} up to 30 feet 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 {{srd5lc|Creature}}{{5ertyac}}, the spell fails, and your {{srd5lc|Action}} and the {{srd5lc|Spell Slot}} are wasted.  


The wall sheds {{srd5lc|Bright Light}} out to a range of 100 feet and {{srd5lc|Dim Light}} for an additional 100 feet. You and 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 feet of it or starts its {{srd5lc|Turn}} there, the creature must succeed on a {{SRD5|Constitution}} {{srd5lc|Saving Throw}} or become {{srd5lc|Blinded}} for 1 {{srd5lc|Minute}}.  
The wall sheds {{srd5lc|Bright Light}} out to a range of 100 feet and {{srd5lc|Dim Light}} for an additional 100 feet. You and 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 feet of it or starts its {{srd5lc|Turn}} there, the creature must succeed on a {{SRD5|Constitution}} {{srd5lc|Saving Throw}} or become {{srd5lc|Blinded}} for 1 {{srd5lc|Minute}}.  
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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 {{SRD5|Dexterity}} saving throw or be affected by that layer’s properties as described below.  
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 {{SRD5|Dexterity}} saving throw 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 so for the duration of the spell. A {{srd5lc|Rod of Cancellation}} destroys a prismatic wall, but an ''{{srd5lc|Antimagic Field}}'' has no effect on it.  
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 so for the duration of the spell. A {{srd5lc|Rod of Cancellation}} destroys a prismatic wall, but an {{5espell|Antimagic Field}} has no effect on it.  


# '''Red.''' The creature takes 10d6 {{srd5lc|Fire}} damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical {{srd5lc|Ranged Attack}}s can’t pass through the wall. The layer can be destroyed by dealing at least 25 {{srd5lc|Cold}} damage to it.  
# '''Red.''' The creature takes 10d6 {{srd5lc|Fire}} damage on a failed save, or {{srd5lc|Half}}{{5ertrd}} as much damage on a successful one. While this layer is in place, nonmagical {{srd5lc|Ranged Attack}}s can’t pass through the wall. The layer can be destroyed by dealing at least 25 {{srd5lc|Cold}} damage to it.  
# '''Orange'''. The creature takes 10d6 {{srd5lc|Acid}} damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.  
# '''Orange'''. The creature takes 10d6 {{srd5lc|Acid}} damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.  
# '''Yellow.''' The creature takes 10d6 {{srd5lc|Lightning}} damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 {{srd5lc|Force}} damage to it.  
# '''Yellow.''' The creature takes 10d6 {{srd5lc|Lightning}} damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 {{srd5lc|Force}} damage to it.  
# '''Green.''' The creature takes 10d6 {{srd5lc|Poison}} damage on a failed save, or half as much damage on a successful one. A ''{{srd5lc|Passwall}}'' spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.  
# '''Green.''' The creature takes 10d6 {{srd5lc|Poison}} damage on a failed save, or half as much damage on a successful one. A {{5espell|Passwall}} spell, or another spell of equal or greater {{SRD5|Spell Level|level}} that can open a portal on a solid surface, destroys this layer.  
# '''Blue.''' The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.  
# '''Blue.''' The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.  
# '''Indigo.''' On a failed save, the creature is {{srd5lc|Restrained}}. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the {{srd5lc|Petrified}} condition. The successes and failures 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. The layer is destroyed by bright light shed by a ''{{srd5lc|Daylight}}'' spell or a similar spell of equal or higher level.  
# '''Indigo.''' On a failed save, the creature is {{srd5lc|Restrained}}. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the {{srd5lc|Petrified}} condition. The successes and failures 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. The layer is destroyed by bright light shed by a {{5espell|Daylight}} spell or a similar spell of equal or higher level.  
# '''Violet.''' On a failed save, the creature is blinded. It must then make a {{SRD5|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another {{srd5lc|Plane}} of the {{SRD5|GM}}’s choosing 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 [[SRD5:Astral Plane|Astral]] or [[SRD5:Ethereal Plane|Ethereal plane]]s.) This layer is destroyed by a ''{{srd5lc|Dispel Magic}}'' spell or a similar spell of equal or higher level that can end spells and magical effects. <!-- main spell desc -->
# '''Violet.''' On a failed save, the creature is blinded. It must then make a {{SRD5|Wisdom}} saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another {{srd5lc|Plane}} of the {{SRD5|GM}}’s choosing 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 {{SRD5|Astral Plane|Astral}} or {{SRD5|Ethereal Plane|Ethereal plane}}s.) This layer is destroyed by a {{5espell|Dispel Magic}} spell or a similar spell of equal or higher level that can end spells and magical effects. <!-- main spell desc -->
|higherlevels=  
|higherlevels=  
|casters=Wizard
|casters=Wizard
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==Sources==
==Sources and Notes==
* [[SRD-OGL v5.1]] - 5th ed. [[SRD5|SRD]]
<references />


{{SRD5 Footer|Spell}}
{{SRD5 Footer|Spell}}

Latest revision as of 20:20, 30 September 2021

D&D 5.0e SRD5 OGL CC-BY ʰ 

Prismatic Wall is a spell in 5th edition.

5e Spell Prismatic Wall [SRD5 OGL/CC-BY] [1]
9th-level abjuration
Casting Time: 1 action
Range:  60 feet
Components: V, S
Duration: 10 minutes
Scales: No
Casters: Wizard

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 you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet 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 [2], the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and 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 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw 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 saving throw 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 so for the duration of the spell. A rod of cancellation 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 [3] as much damage on a successful one. 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 damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
  3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 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 damage on a successful one. 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 damage on a successful one. 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 saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures 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. The layer is 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 saving throw 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 of the GM’s choosing 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 or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Sources and Notes

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY.
  2. Rule Tip: You're a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. - UA 2020 Subclasses Part 3.
  3. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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  CC-BY
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Spell data +

Spell Level School Casting Range VSM VC CC Casters Canon Sources
Prismatic Wall 9 Abjuration Action 60 feet V S Wizard Yes SRD-OGL v5.1
SRD-OGL v5.1 Contrigubtions +

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