abjuration, magical
- Casting Time: 3 actions; Material, Somatic, and Verbal
- Range: 120 feet
- Duration: 1 round per Proficiency Score (D)
- Save: see text
You create an opaque wall of light in a vibrant color. The wall is straight and vertical, stretching a maximum of 60 feet across and 30 feet high. If it would pass through a creature, the spell is lost. The wall sheds bright light on each side in a 20-foot aura.
As the caster, you can ignore the wall’s effects. Roll 1d4 to determine the color of the wall. Each color has a particular effect. Chromatic Wall cannot be dispelled normally; rather, each color is automatically dispelled when targeted by a specific spell, even if that spell is a lower level than Chromatic Wall.
- 1: Red. Destroys ranged weapon ammunition, such as arrows and crossbow bolts, that would pass through. It deals 25 fire damage to any creature passing through with a Reflex save to reduce to half damage. Dispelled by Cone of Cold.
- 2: Orange. Destroys thrown weapons that would pass through. It deals 30 acid damage to any creature passing through with a Reflex save to reduce to half damage. Dispelled by Gust of Wind.
- 3: Yellow. Stops effects with the acid, cold, electricity, fire, force, negative, positive, or sonic tags from passing through. It deals 30 damage with the electricity tag to any creature passing through with a Reflex save to reduce to half damage. Dispelled by Disintegrate.
- 4: Green. Stops toxins, gases, and breath weapons from passing through. It deals 20 poison damage to any creature passing through and makes them Enfeebled 1 for 1 minute with a Fortitude save to reduce to half damage and negate the Enfeebled condition. Dispelled by Passwall.
Chromatic wall is on the Arcane and Occult Spell Lists.
Heighten (+2): Using a Level 7 Spell Slot and higher causes the spell’s duration increases to 10 minutes per Proficiency Score. Instead of a 1d4, roll 1d8 to determine the wall’s color. The red, orange, yellow, or green wall each deal an extra 40 damage.
- 5: Blue. Stops effects with the auditory or visual tags along with any effects that would impart the Petrified condition from passing through. Creatures passing through are targeted by a Flesh to Stone spell. Dispelled by Magic Missile.
- 6: Indigo. Stops effects with the divination or psychic tags from passing through. Creatures passing through are targeted by a Warp Mind spell. Dispelled by Searing Light.
- 7: Violet. Prevents effects with the magical tag from passing through if they also target at least one creature, so spells with areas of effects pass through normally. Creatures passing through must make a Will save or are teleported to another plane, as per the effects of Plane Shift. A successful save still causes the creature to be Slow 1 for a minute. Dispelled by Dispel Magic.
- 8: Potent. Reroll and the wall inflicts disadvantage to all saves against it.