Tetra Prism

Tetra Prism
Level9th Level Casting Time1 action Range20m
AoESpecial Duration10 minutes
SchoolArcane ComponentsV, S
ClassesBlack Mage

"O enduring earth, consuming fire, and fury of the storm... coalesce with the frigid chill of water and ice... be mine defence and inhibit mine enemies!"

A shimmering, multicoloured plane of light forms a vertical opaque wall – up to 30m long, 10m high, and 3cm thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 10m 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 action and the spell slot are wasted.

The wall sheds bright light out to a range of 40m and dim light for an additional 40m. 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 6m of it or starts its turn there, the creature must succeed on a CON saving throw or become

Blinded Blind
for 1 minute.

The wall consists of seven layers, each with a different colour. 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 DEX 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 antimagick field has no effect on it.

  1. Red. The creature takes 11d6 FIRE damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagickal ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 ICE or WATER damage to it.

  2. Orange. The creature takes 11d6 EARTH damage on a failed save, or half as much damage on a successful one. While this layer is in place, magickal ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.

  3. Yellow. The creature takes 11d6 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 11d6 WIND 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 4d6 ICE damage, 4d6 WATER damage, and has a 50% chance to become

    Brittle Brittle
    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 Restrain
    . It must then make a CON 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 Petrification
    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 and skills can’t be used 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 Blind
    . It must then make a CHA 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 DM'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 spell or a similar spell of equal or higher level that can end spells and magickal effects.