- Mana per Level: 3
- Casting Time: 1 Standard Action
- Range: Self
- Target: Self
- Duration: 3 rounds per mana level
- Avoidance: None
- SpecialA special success if the roll is equal to or less than 1/5 t... More: see below
- Type: Damage
This spell wreaths you in magical or elemental energy (fire, water, earth, air, ice, or electricity) and causes damage to each creature that attacks you in melee.
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+1 points of damage. Creatures wielding weapons with reach are not subject to this damage if they attack you. The shield gains 1d6+1 damage per mana level.
The specialA special success if the roll is equal to or less than 1/5 t... More powers of each version are as follows:
Magical Force
An invisible shield surrounds you doing the spells standard damage to any that hit you.
Fire Shield
The flames are warm to the touch. You take only half damage from ice-based attacks. If such an attack allows a Reflex saveRolling a characteristic to resist an effect or spell. More for half damage, you take no damage on a successful saveRolling a characteristic to resist an effect or spell. More. You cast light for 30 ft. Successful attacks from water or ice-based attacks cut the remaining duration in half.
Cold Shield
The shimmering shield is cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex saveRolling a characteristic to resist an effect or spell. More for half damage, you take no damage on a successful saveRolling a characteristic to resist an effect or spell. More.
Water Shield
This liquid shield flows over your body. You take only half damage from fire and earth-based attacks, as well as diluting acid attacks. If such an attack allows a Reflex saveRolling a characteristic to resist an effect or spell. More for half damage, you take no damage on a successful saveRolling a characteristic to resist an effect or spell. More.
Electric Shield
Arcs of lightning crisscross your body. You take only half damage from air and earth-based attacks. If such an attack allows a Reflex saveRolling a characteristic to resist an effect or spell. More for half damage, you take no damage on a successful saveRolling a characteristic to resist an effect or spell. More. Successful attacks from water-based attacks cut the remaining duration in half.
Earth Shield
Rough earth covers your body. You take only half damage from fire-based attacks. If such an attack allows a Reflex saveRolling a characteristic to resist an effect or spell. More for half damage, you take no damage on a successful saveRolling a characteristic to resist an effect or spell. More.
Air Shield
An invisible barrier covers you. You take only half damage from air and electrical-based attacks. If such an attack allows a Reflex saveRolling a characteristic to resist an effect or spell. More for half damage, you take no damage on a successful saveRolling a characteristic to resist an effect or spell. More. Successful attacks from earth-based attacks cut the remaining duration in half.
Spell Failure: You lose any mana spent on conjuring the shield.