Vanquil's Wall of Light
(Alteration, Evocation)

Range:  60 feet
Components:  V, S, M
Duration:  1 turn + 1 round per level
Casting Time:  4
Area of Effect:  20 square feet per level, 1 inch thick
Saving Throw:  Special

Vanquil's wall of light creates an opaque horizontal or vertical wall, which appears to be pure white in colour, and glowing softly (providing as much illumination as a candle). Both sides of the wall have this appearance. Inside the wall is a different story: it is brighter than the sun on the inside. Any creature whose eyes (or other visual organs) pass through the wall must make two saving throws. If both are successful, the creature suffers no ill effects. If only one saving throw is made, the creature is blinded for one round per level of the spellcaster. If both saving throws are failed, the creature is blinded permanently.
The wall of light can be created such that the area of the wall is halved, but the thickness is doubled. For each inch of thickness after the first, everyone who passes through the wall makes their saving throws against spells at a -1 penalty. If the wall of light was 3 inches thick, the saving throw penalties would be -2 on each saving throw versus spell. The thickness can be increased as many times as the caster wishes, provided that the length and width are decreased appropriately.
The wall of light must be flat, but needs no physical support or connections, unlike a wall of stone or wall of iron. It can even be cast in midair, or in the vacuum of wildspace. Note that the area of effect is measured in square feet, not a square with sides 20 feet per level.
The wall offers no impediment to entry and exit, and missile weapons can be fired (blindly) through the wall. Creatures that are blind, or do not rely on normal visual light are unaffected by this spell. Underground dwellers, or other creatures that suffer penalties for being in full sunlight make their saving throws at a -3 penalty. Undead harmed by sunlight are unaffected by this spell, except for the effects suffered by living creatures. Individuals who know the nature of this spell (that it's extremely bright on the inside) can attempt to cover their eyes. Such individuals only need to make one saving throw with a +1 bonus; if failed, they are blinded for 1 round per caster level (preparations were insufficient). If one melee round is spent covering the eyes (with bandages, cloaks, or anything difficult or creative) the saving throw bonus increases to +5.
The material component is a live glowbug, a pinch of phosphorus, and a pinch of magnesium.

