New Spell: Orbs of Defense

A wild card in an otherwise routine combat, this spell drastically changes the tactics involved with any combat. What is normally a simple hack and slash encounter becomes an exercise in strategy that will make even the most experienced players flinch. For the bargain price of a single spell, any wizard or sorcerer can change the field of battle and hold his opponents at bay.

Evocation
Level: Wizard/Sorcerer 4
Components: V, S
Casting Time: One Action
Range: 10 foot radius per a level
Duration: 2 rounds/level

This spell creates 1d4+3 orbs of light, placed in any location of the caster’s choice within the spell’s range. These orbs are completely stationary, unless another creature approaches it. The orbs adjust their height from the ground to block any intruder, forcing him to either step around it or to combat the orb themselves. The orbs do not fight back, however they are surprisingly durable. Each has an AC of 18, a hardness of 10 and fifteen hit points. Passing an orb is simple, however it forces whoever wishes to pass to move into the next adjacent five-foot square. These orbs are not effective blockers against arrows, and area affects damage them as though they were any other object. Many spellcasters like to use this particular spell to create a defensive perimeter around themselves, filling up as many surrounding spaces as possible. That way, the caster is protected from any attack, and can safely cast his spells from behind this makeshift wall. Spellcasters also enjoy blocking off hallways with this spell, giving them time to escape or to prepare an effective counter attack. These orbs also can be used to defend teammates, to prevent flanks or backstabs.

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