You create a 10x10x10 foot square wall of Prismatic and colorful energy that surrounds the space within and above it. any creature or object that is touched by the area of the spell for the duration is affected by one of it's affects. any creature affect by the spell must make a dexterity saving throw, all inanimate objects automatically fail the save. to determine an effect, roll a d8 and the following effects will occur from the roll. any creature that touches multiple walls is affected to a number of effects equal to the number of walls being touched (maximum of 5 effects). any flying creatures that are currently above the ground when the spell is cast also become prone on a failed save.

any non-magical ranged or melee attacks against creatures or objects within the box are made with disadvantage. the same is true for any creature inside the box attempting to attack a target outside the box. any non magical ammunition that misses a target is either Disintegrated by fire, acid, or lightning, freezes and shatters apart, broken apart and flung into a different direction, or simply disappears into a different plane of existence randomly determined by the DM.

these walls can be destroyed by means of a Disintegrate, Dispel magic, or Antimagic field spell or similar effects

- 1. Red. The target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.

- 2. Orange. The target takes 5d6 acid damage on a failed save, or half as much damage on a successful one.

- 3. Yellow. The target takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.

- 4. Green. The target takes 5d6 poison damage on a failed save, or half as much damage on a successful one.

- 5. Blue. The target takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

- 6. Indigo. The target takes 5d6 psychic damage and is on a failed save, or half as much damage on a successful one. on a failed save, the target must make a wisdom saving throw or be charmed for the spells duration. any charmed creature affected by the spell

- 7. Violet. The target takes 5d6 force damage and is knocked prone on a failed save, or half as much damage on a successful one. on a failed save the creature falls unconscious for 1d6 x 10 minutes. if it fails, falls down on a space of your choosing that is either outside or inside the area of the spell within 5 ft. of the spells area.

- 8. Special. on a failed save, the target is blinded. it must then make a wisdom 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 existence of the DMs choosing for 1d6 rounds 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. however, this spell tends to be fairly unstable in this aspect and for all we know they could have been sent to a different plane.) at the end of the duration, the creature appears within 60 feet of the caster and must make a wisdom saving throw or be frightened for one minute. there is also a 10 percent chance that a native of the other planes is also transported to the material plane and appears next to the targeted creature. it is a random Aberration, Celestial, Elemental, fey, fiend or other native of the planes (Modrons, Gith, etc.) of the DMs choosing. it has a challenge rating less than or equal to the spell slot level used to cast the spell.

At Higher Levels. when you cast this spell using a spell slot of 5th level or higher, the Damage increases by 1d6 and the area of box increases by 5 feet for each slot above 4th level.