System Reference Document 5.2.1
155
1d8 Ray
5 Blue. Failed Save: 12d6 Cold damage. Successful 
Save: Half as much 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 con -
secutive; keep track of both until the target col -
lects three of a kind.
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 condi -
tion ends, and the creature teleports to another 
plane of existence (GM’s choice).
8 Special. The target is struck by two rays. Roll 
twice, rerolling any 8.
Prismatic Wall
Level 9 Abjuration (Bard, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
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 posi -
tion 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 crea-
tures 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 af -
fected 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 vio -
let 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. Suc-
cessful 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. Addi -
tional Effects:  The layer is destroyed if it takes 
at least 60 Force damage.
4 Green. Failed Save: 12d6 Poison damage. Suc-
cessful 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. Success -
ful Save: Half as much damage. Additional Ef -
fects: The layer is destroyed if it takes at least 
25 Fire damage.
6 Indigo. Failed Save: The target has the Re -
strained 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.