Spell Book

The spells on this page are brought up to 5th edition rules in accordance with the SRD 5.2.1 rules. If there are any inconsistencies or layout issues go to the about us page to find contact information.

Acid Arrow Acid Splash Aid Alarm Alter Self Animal Friendship Animal Messenger Animal Shapes Animate Dead Animate Objects Antilife Shell Antimagic Field Antipathy/Sympathy Arcane Eye Arcane Hand Arcane Lock Arcane Sword Arcanist’s Magic Aura Astral Projection Augury Aura of Life Awaken Bane Banishment Barkskin Beacon of Hope Befuddlement Bestow Curse Black Tentacles Blade Barrier Bless Blight Blindness/Deafness Blink Blur Burning Hands Call Lightning Calm Emotions Chain Lightning Charm Monster Charm Person Chill Touch Chromatic Orb Circle of Death Clairvoyance Clone Cloudkill Color Spray Command Commune Commune with Nature Comprehend Languages Compulsion Cone of Cold Confusion Conjure Animals Conjure Celestial Conjure Elemental Conjure Fey Conjure Minor Elementals Conjure Woodland Beings Contact Other Plane Contagion Contingency Continual Flame Control Water Control Weather Counterspell Create Food and Water Create or Destroy Water Create Undead Creation Cure Wounds Dancing Lights Darkness Darkvision Daylight Death Ward Delayed Blast Fireball Demiplane Detect Evil and Good Detect Magic Detect Poison and Disease Detect Thoughts Dimension Door Disguise Self Disintegrate Dispel Evil and Good Dispel Magic Dissonant Whispers Divination Divine Favor Divine Smite Divine Word Dominate Beast Dominate Monster Dominate Person Dragon’s Breath Dream Druidcraft Earthquake Eldritch Blast Elementalism Enhance Ability Enlarge/Reduce Ensnaring Strike Entangle Enthrall Etherealness Expeditious Retreat Eyebite Fabricate Faerie Fire Faithful Hound False Life Fear Feather Fall Feeblemind Find Familiar Find Steed Find the Path Find Traps Finger of Death Fire Bolt Fire Storm Fireball Fire Shield Flame Blade Flame Strike Flaming Sphere Flesh to Stone Floating Disk Fly Fog Cloud Forbiddance Forcecage Foresight Freedom of Movement Freezing Sphere Gaseous Form Gate Geas Gentle Repose Giant Insect Glibness Globe of Invulnerability Glyph of Warding Goodberry Grease Greater Invisibility Greater Restoration Guardian of Faith Guards and Wards Guidance Guiding Bolt Gust of Wind Hallow Hallucinatory Terrain Harm Haste Heal Healing Word Heat Metal Hellish Rebuke Heroes' Feast Heroism Hex Hideous Laughter Hold Monster Hold Person Holy Aura Hunter's Mark Hypnotic Pattern Ice Knife Ice Storm Identify Illusory Script Imprisonment Incendiary Cloud Inflict Wounds Irresistible Dance Invisibility Jump Knock Legend Lore Lesser Restoration Levitate Light Lightning Bolt Locate Animals or Plants Locate Creature Locate Object Longstrider Mage Armor Mage Hand Magic Circle Magic Jar Magic Missile Magic Mouth Magic Weapon Magnificent Mansion Major Image Mass Cure Wounds Mass Heal Mass Healing Word Mass Suggestion Maze Meld into Stone Mending Message Meteor Swarm Mind Blank Minor Spike Minor Illusion Mirage Arcane Mirror Image Mislead Misty Step Modify Memory Moonbeam Move Earth Nondetection Passwall Pass without Trace Phantasmal Force Phantasmal Killer Phantom Steed Planar Ally Planar Shift Plane Shift Plant Growth Poison Spray Polymorph Power Word Heal Power Word Kill Power Word Stun Prayer of Healing Prestidigitation Prismatic Spray Prismatic Wall Private Sanctum Produce Flame Programmed Illusion Project Image Protection from Energy Protection from Evil and Good Protection from Poison Purify Food and Drink Raise Dead Ray of Enfeeblement Ray of Frost Regenerate Ray of Sickness Reincarnate Remove Curse Resilient Sphere Resistance Resurrection Reverse Gravity Revivify Rope Trick Sacred Flame Sanctuary Scorching Ray Scrying Searing Smite Secret Chest See Invisibility Seeming Sending Sequester Shapechange Shatter Shield Shield of Faith Shillelagh Shining Smite Shocking Grasp Silence Silent Image Simulacrum Sleep Sleet Storm Slow Sorcerous Burst Spare the Dying Speak with Animals Speak with Dead Speak with Plants Spider Climb Spike Growth Spirit Guardians Spiritual Weapon Starry Wisp Stinking Cloud Stone Shape Stoneskin Storm of Vengeance Suggestion Summon Dragon Sunbeam Sunburst Symbol Telekinesis Telepathic Bond Teleport Teleportation Circle Thaumaturgy Thunderwave Time Stop Tiny Hut Tongues Transport via Plants Tree Stride True Polymorph True Resurrection True Seeing True Strike Tsunami Unseen Servant Vampiric Touch Vicious Mockery Vitriolic Sphere Wall of Fire Wall of Force Wall of Ice Wall of Stone Wall of Thorns Warding Bond Water Breathing Water Walk Web Weird Wind Walk Wind Wall Wish Witch Bolt Word of Radiance Word of Recall Wrathful Smite Yolande's Regal Presence Zone of Truth

Prismatic Wall

Level: 9 | School: Abjuration

Casting Time: 1 Action
Range: 60 feet
Duration: 10 Minutes
Components: V,S


Description

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. Prismatic Layers 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 (GM’s choice). Additional Effects: This layer is destroyed by Dispel Magic.

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