Magic · Abjuration

Prismatic Wall

Prismatic Wall creates seven stacked layers of lethal coloured magic. The modern wall is a 9th-level spell with fixed dimensions and Dexterity-based layer saves; PF1e and D&D 3.5e use the older 8th-level scalable wall with separate spell counters for each colour.

5.5e / 2024Bard 9, Wizard 9 · 12d6 elemental layers
5e / 2014Wizard 9 · 10d6 elemental layers
Pathfinder 1eSorcerer/Wizard 8 · scalable wall · legacy poison subsystem
D&D 3.5eSorcerer/Wizard 8 · scalable wall · classic save-or-die green layer

Rules

Prismatic Wall by Edition

Prismatic Wall — 5.5e / 2024

Level9th-level Abjuration
ClassesBard, Wizard
Casting TimeAction
Range60 feet
ComponentsV, S
Duration10 minutes
ShapeWall up to 90 ft. long, 30 ft. high and 1 inch thick, or globe up to 30 ft. diameter

If the wall appears in an occupied space, the spell ends without effect. It sheds Bright Light for 100 feet and Dim Light for another 100 feet. You and creatures you designate when casting can pass through safely. Other creatures that can see it and move within 20 feet, or start a turn there, make a Constitution save or become Blinded for 1 minute.

LayerFailed saveAdditional effect / removal
Red12d6 FireBlocks nonmagical ranged attacks; destroyed by at least 25 Cold damage.
Orange12d6 AcidBlocks magical ranged attacks; destroyed by a strong wind such as Gust of Wind.
Yellow12d6 LightningDestroyed by at least 60 Force damage.
Green12d6 PoisonDestroyed by Passwall or an equal-or-higher-level spell that opens a portal in a solid surface.
Blue12d6 ColdDestroyed by at least 25 Fire damage.
IndigoRestrained; repeated Constitution saves can end the effect or cause PetrificationSpells cannot be cast through it; destroyed by Bright Light from Daylight.
VioletBlinded, then Wisdom save or transported to another planeDestroyed by Dispel Magic.

Each layer is resolved separately with a Dexterity saving throw when a creature reaches into or passes through the wall. The wall has AC 10 and is destroyed one layer at a time from red to violet. Antimagic Field has no effect on it.

Prismatic Wall — 5e / 2014

Level9th-level Abjuration
ClassesWizard
Casting Time1 action
Range60 feet
ComponentsV, S
Duration10 minutes
ShapeWall up to 90 ft. long, 30 ft. high and 1 inch thick, or sphere up to 30 ft. diameter

The overall structure is the same as 2024: designated creatures can ignore the wall, nearby creatures risk 1 minute of blindness, and a creature passing through resolves the seven layers separately.

LayerFailed saveAdditional effect / removal
Red10d6 FireBlocks nonmagical ranged attacks; destroyed by at least 25 Cold damage.
Orange10d6 AcidBlocks magical ranged attacks; destroyed by a strong wind.
Yellow10d6 LightningDestroyed by at least 60 Force damage.
Green10d6 PoisonDestroyed by Passwall or equivalent portal-opening magic.
Blue10d6 ColdDestroyed by at least 25 Fire damage.
IndigoRestrained; repeated Constitution saves can end the effect or permanently PetrifySpells cannot be cast through it; destroyed by Daylight or similar equal-or-higher-level light.
VioletBlinded, then Wisdom save or transported to another planeDestroyed by Dispel Magic or similar equal-or-higher-level magic that ends spells.
2014 access: the base spell is Wizard-only. Bard access belongs to the 2024 version.

Prismatic Wall — Pathfinder 1e

SchoolAbjuration
LevelSorcerer/Wizard 8
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
ComponentsV, S
EffectWall 4 ft./level wide, 2 ft./level high
Duration10 minutes/level (D)
Saving Throw / SRSee text / see text

You can pass through and remain near your own wall safely. Other creatures with fewer than 8 Hit Dice within 20 feet are blinded for 2d4 rounds if they look at it. Spell Resistance is checked separately against each colour.

LayerEffectNegated by
RedBlocks nonmagical ranged weapons; 20 Fire damage, Reflex half.Cone of Cold
OrangeBlocks magical ranged weapons; 40 Acid damage, Reflex half.Gust of Wind
YellowBlocks poisons, gases and petrification; 80 Electricity damage, Reflex half.Disintegrate
GreenBlocks breath weapons; poison with death as its initial effect, then Constitution damage on later rounds until cured by two consecutive Fortitude saves.Passwall
BlueBlocks divination and mental attacks; turned to stone, Fortitude negates.Magic Missile
IndigoStops all spells; Will save or become insane.Daylight
VioletDestroys objects and effects; creatures are sent to another plane, Will negates.Dispel Magic or greater dispelling magic

The colours must be removed in order. A rod of cancellation or mage’s disjunction can destroy the whole wall. Antimagic Field does not penetrate it, and ordinary dispelling cannot affect the wall until the earlier colours are gone. The wall can be made permanent with Permanency.

Prismatic Wall — D&D 3.5e

SchoolAbjuration
LevelSorcerer/Wizard 8
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
ComponentsV, S
EffectWall 4 ft./level wide, 2 ft./level high
Duration10 minutes/level (D)
Saving Throw / SRSee text / see text

The general legacy wall procedure is the same as Pathfinder 1e: creatures with fewer than 8 HD can be blinded by looking at the wall, the colours are removed in order, and Spell Resistance is checked against each colour separately.

LayerEffectNegated by
RedBlocks nonmagical ranged weapons; 20 Fire damage, Reflex half.Cone of Cold
OrangeBlocks magical ranged weapons; 40 Acid damage, Reflex half.Gust of Wind
YellowBlocks poisons, gases and petrification; 80 Electricity damage, Reflex half.Disintegrate
GreenBlocks breath weapons; Fortitude partial—failure kills, success reduces the result to 1d6 Constitution damage.Passwall
BlueBlocks divination and mental attacks; turned to stone, Fortitude negates.Magic Missile
IndigoStops all spells; Will save or become insane.Daylight
VioletDestroys objects and effects; creatures are sent to another plane, Will negates.Dispel Magic

A rod of cancellation or mage’s disjunction destroys the wall. Antimagic Field does not penetrate it. Dispel Magic cannot remove the wall until the preceding layers have been destroyed. The wall can be made permanent with Permanency.

Edition Changes

What Changed?

  • 2024 adds Bard access; 2014 is Wizard-only.
  • 2024 increases the first five elemental layers from 10d6 to 12d6.
  • Modern D&D uses a fixed 90-by-30-foot wall or 30-foot globe/sphere; PF1e and 3.5e scale wall dimensions by caster level.
  • Modern D&D replaces the legacy low-HD automatic blindness with a Constitution saving throw for creatures that approach the wall.
  • PF1e and 3.5e diverge on the green layer: Pathfinder uses its poison subsystem, while 3.5e uses a Fortitude partial save-or-die result.

Play

Using Prismatic Wall

The spell is strongest when it divides a battlefield or seals a route that enemies must cross. Because every layer is resolved separately, forcing movement through the wall can be devastating.

Do not treat the colours as interchangeable. In modern D&D they use individual Dexterity saves and fixed damage values; in PF1e/3.5e they combine damage, special barriers, saving throws, Spell Resistance and named counterspells.

Rules lock: do not carry 2024 Bard access or 12d6 layers into 2014, and do not replace the legacy green poison effects with the modern 10d6/12d6 Poison-damage layer.

Related Magic

Related Spells

Sources & Licensing

Rules Sources

The 2024 and 2014 panels follow their respective public D&D rules entries. Pathfinder 1e and D&D 3.5e use their open rules versions. Their separate colour tables are preserved because damage values, access, poison mechanics and removal procedures differ by edition.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top