A shimmering, vertical opaque wall — up to 90' long, 30' high, and 1" thick-centered on a point you can see within range. Or, you can shape the wall into a 30' diameter sphere. You and designated creatures at the time you cast are unaffected by the wall. If another creature that can see the wall is within 20', and it fails a Con save, the creature is blinded for 1 min. The wall consists of seven layers, each with a different color. When a creature attempts to move through the wall, it does so one layer at a time, and must make a Dex save or be affected by that layer (below). The wall can be destroyed, one layer at a time, in order from red to violet, by means opposing each layer (ex: fire destroyed by cold). An antimagic field has no effect on the wall.
10d6 fire dmg on a failed save, 1/2 dmg on success.
10d6 acid dmg on fail, 1/2 dmg on success.
10d6 lightning dmg on fail, 1/2 dmg on success.
10d6 poison dmg on fail, 1/2 dmg on success.
10d6 cold dmg on fail, 1/2 dmg on success.
On a failed Con save, the creature is restrained. Spells cannot pass through this layer.
On a failed Wis save, the creature is blinded. If fails save again, the creature is teleported to another plane.
See PHB for complete details.