Lefel 9 diofryd
Amser Hudo: 1 acsiwn
Amrediad: 60 troedfedd
Cydrannau: G, S
Parhad: 10 munud
Nid yw’r swyn bellach yn cyfeirio at wialen o ganslo, ac mae’r testun yn egluro bod chwalu hud yn gweithio yn erbyn yr haen fioled yn unig.
Mae plân o olau symudliw, amryliw yn ffurfio wal fertigol afloyw hyd at 90 troedfedd o hyd, 30 troedfedd o uchder, ac 1 fodfedd o drwch wedi’i ganoli ar bwynt y gallwch ei weld o fewn yr ystod. Fel arall, gallwch siapio’r wal yn sffêr hyd at 30 troedfedd mewn diamedr wedi’i ganoli ar bwynt o’ch dewis chi o fewn yr ystod. Mae’r wal yn parhau yn ei lle am y swyn. Os ydych chi’n gosod y wal fel ei bod yn mynd trwy ofod lle mae creadur yn byw, mae’r swyn yn methu, ac mae’chacsiwna’r slot swyno yn cael ei wastraffu.
Mae’r wal yn taflu golau llachar allan i ystod o 100 troedfedd a golau gwan am 100 troedfedd ychwanegol. Gallwch chi a chreaduriaid rydych chi’n eu dynodi ar yr adeg rydych chi’n llunio’r swyn fynd trwy’r wal ac aros yn agos ato heb niwed. Os yw creadur arall sy’n gallu gweld y wal yn symud i fewn 20 troedfedd iddi neu’n dechrau ei dro yno, rhaid i’r creadur lwyddo ar cais achub Cyfansoddiad (cais achub Cyfansoddiad) neu gael ei ddallu am un munud.
Mae’r wal yn cynnwys saith haen, pob un â lliw gwahanol. Pan fydd creadur yn ceisio ymestyn i mewn i’r wal neu basio trwyddi, mae’n gwneud hynny un haen ar y tro trwy holl haenau’r wal. Wrth iddo basio neu gyrraedd trwy bob haen, rhaid i’r creadur wneud cais achub Deheurwydd (cais achub Chwimder) neu gael ei effeithio gan briodweddau’r haen honno fel y disgrifir isod.
Gellir dinistrio’r wal, hefyd un haen ar y tro, mewn trefn o goch i fioled, trwy ddulliau penodol i bob haen. Unwaith y bydd haen yn cael ei dinistrio, mae’n parhau felly trwy gydol y swyn. Nid yw maes antimagig yn cael unrhyw effaith arno.
The spell no longer refers to a rod of cancellation, and the text clarifies that dispel magic works only against the violet layer.
A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet 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 100 feet and dim light for an additional 100 feet. 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 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw (cais achub Cyfansoddiad) or become blinded (dall) am un munud.
The wall consists of seven layers, each with a different color. 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 Dexterity saving throw (cais achub Chwimder) 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 antimagic field has no effect on it.
- Red. The creature takes 10d6 fire damage (difrod tân) on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage (difrod oer) to it.
- Orange. The creature takes 10d6 acid damage (difrod asid) on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
- Yellow. The creature takes 10d6 lightning damage (difrod mellt) 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 (difrod grym) to it.
- Green. The creature takes 10d6 poison damage (difrod gwenwyn) 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.
- Blue. The creature takes 10d6 cold damage (difrod oer) 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 (difrod tân) to it.
- Indigo. On a failed save, the creature is restrained (cyfyngu). It must then make a Constitution saving throw (cais achub Cyfansoddiad) 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 (maenedig) 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 can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
- Violet. On a failed save, the creature is blinded (dall). It must then make a Wisdom saving throw (cais achub Doethder) 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 GM’s choosing and is no longer blinded (dall). (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 magic spell or a similar spell of equal or higher level that can end spells and magical effects.