Quaternions and Instantiate, Froze one Axis

Character Controller Cast Spell, which goes forward, until spell touch the ground, After colision in this spot with Earth, I create in Script below Wall. The problem is that The Wall is always skew.
How Can I fix it ?

public class StoneWallEffect : MonoBehaviour
{
    GameObject SpellObject;
    void Awake()
    {
        SpellObject = Resources.Load<GameObject>("Prefab/Spells/StoneWall/StoneWallEffect");
    }
    void OnTriggerEnter(Collider other)
    {
        if (other.name.Equals("Terrain"))
        {
            GameObject Wall = Instantiate(SpellObject, transform.position, ???????????????) as GameObject;
        }     
    }
}

In my Prefab Wall I set Transform( Position & Rotation) to 0,

Did you tried Quaternion.identity?

Yes I tried, It doesn’t work because, every time I createdWall, it has always the same rotation, like Prefab. Now I Try something like that:

public class StoneWallEffect : MonoBehaviour
{
    GameObject SpellObject;

    Vector3 PlayerPos;
    void Awake()
    {
        SpellObject = Resources.Load<GameObject>("Prefab/Spells/StoneWall/StoneWallEffect");
        PlayerPos = transform.position; // In this place I save information about Player Position, when object is born."Object" I mean magic ball which I cast
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.name.Equals("Terrain"))
            GameObject Wall = Instantiate(SpellObject, transform.position, Quaternion.LookRotation(PlayerPos - transform.position, Vector3.up)) as GameObject;   
    }
}

Created Wall looks better. But it is still problem with that, wall is not perpendicular to the Ground, I marked it on the picture.

I would start debugging this from instantiating a simple cube(with quaternion.identity)to separate whether this is a scripting issue or model issue. My guess is that it is connected to parenting/parented game objects.