5 minutes/mana
As two actions, a shimmering, multicolored plane of light forms a vertical opaque wall centered on a point you can see within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation.
The wall sheds bright light out to a range of 20 meters and dim light for an additional 20 meters. 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 4 meters of it or starts its turn there, the creature must succeed on a Fortitude 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 Reflex 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. An antimagic field has no effect on a prismatic wall, but dispel magic can remove the violet layer.
1. Red. The creature takes 8d10 fire damage on a failed save, or half 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 8d10 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 8d10 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 8d10 poison damage on a failed save, or half as much damage on a successful one. A stone shape 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 8d10 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 failure, the creature is slowed 2. A creature slowed by this spell must make another Fortitude saving throw at the end of each of its turns.
On a success, the slowed level is reduced by 1.
On a failure, the slowed level increases by 1. The spell ends if the slowed level is reduced to 0. If the slowed level reaches 4, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration. Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.
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 failure, the creature is blinded. It must then make a Fortitude saving throw at the end of each of its turns.
On a success, the blindness ends.
On a failure, the creature takes 3d10 radiant damage.
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.