action_abbr: '3' cast: material, somatic, verbal components: - Material - Somatic - Verbal descr: "You create an opaque wall of light in a single vibrant color. The wall is\ \ straight and vertical, stretching 60 feet long and 30 feet high. If the wall would\ \ pass through a creature, the spell is lost. The wall sheds bright light for 20\ \ feet on each side, and dim light for the next 20 feet. You can ignore the wall's\ \ effects. Roll 1d4 to determine the color of the wall. Each color has a particular\ \ effect on items, effects, or creatures that attempt to pass through. Chromatic\ \ wall can't be counteracted normally; rather, each color is automatically counteracted\ \ when targeted by a specific spell, even if that spell's level is lower than that\ \ of chromatic wall. Red The wall destroys ranged weapon ammunition (such as arrows\ \ and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone\ \ passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic\ \ wall. Orange The wall destroys thrown weapons that would pass through, and it\ \ deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust\ \ of wind can counteract an orange chromatic wall. Yellow The wall stops acid, cold,\ \ electricity, fire, force, negative, positive, and sonic effects from passing through,\ \ and it deals 30 electricity damage to anyone passing through, with a basic Reflex\ \ save. Disintegrate can counteract a yellow chromatic wall. Green The wall stops\ \ toxins, gases, and breath weapons from passing through. It deals 10 poison damage\ \ to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude\ \ save reduces the damage and negates the enfeebled condition on a success. Passwall\ \ can counteract a green chromatic wall. \n\n**Heightened (7th)** The spell's\ \ duration increases to 1 hour. Roll 1d8 to determine the wall's color; the results\ \ for 5-8 are below. A red, orange, yellow, or green wall deals an extra 10 damage.\ \ Blue The wall stops auditory, petrification, and visual effects from passing through,\ \ and creatures passing through are subject to the effects of flesh to stone. Magic\ \ missile can counteract a blue chromatic wall. Indigo The wall stops divination\ \ and mental effects from passing through, and those passing through are subject\ \ to the effects of warp mind. Searing light can counteract an indigo chromatic\ \ wall. Violet The wall prevents spells from targeting the other side (area effects\ \ still cross as normal). Creatures passing through must succeed at a Will save\ \ or they are slowed 1 for 1 minute; on a critical failure, the creature is instead\ \ sent to another plane, with the effect of plane shift . Dispel magic can counteract\ \ a violet chromatic wall. Reroll, and creatures that pass through the wall take\ \ a -2 circumstance penalty to their saves." duration: 10 minutes has_been_manually_proofread: false level: 5 name: Chromatic Wall range: 120 feet req: null source: - abbr: CRB page_start: 323 page_stop: 323 targets: null traditions: - Arcane - Occult traits: - Abjuration trigger: null type: Spell