Post by Head Moderator on Oct 2, 2014 18:09:13 GMT -5
SPELL LIST
This spell list is provided for you to choose spells if you are a magic or psionic user if you do not wish to write your own. You can personalize them, but you must still get all spells approved, whether from this list or your own. I have tried to add various flavors of spells for each section so that there is variety to fit with your character whether druid, mage, shaman, psion, etc.
Be sure to let the Systems Mod know your spell/s came off the Pre-Approved Spell List.
Duration and Ranges:
Crystal and Topaz: Range 50ft / Duration 3 hours
Amber: Range 100ft / Duration 6 hours
Sapphire: Range 150ft / Duration 12 hours
Emerald and Ruby: Range 200ft / Duration 24 hours
Obsidian: Range 250ft / Duration 48 hours
D A M A G I N G S P E L L S
*Attack
Attack spells target one enemy.
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Crystal and Topaz: +4 or Constant +1
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Diamond: +24 or Constant +6 or Double Roll
Admonishing Ray: (Evocation [force]) You attack your enemy with a ray of nonlethal force energy.
Airball: (Evocation [air]) This creates a boulder-sized sphere of air under incredible pressure. It is a stormy blue in color, and bursts when it strikes a target.
Ardor's Onslaught: (Evocation) You unleash the power of zealous conviction to smite your enemies. The power takes the form of a burst of metallic, pulsing energy. Only creatures with a neutral alignment component are harmed by the spell; chaotic evil, chaotic good, lawful evil, and lawful good creatures are unaffected.
Blacklight Burst (Evocation [negative]) This risky spell brings forth a blast of energy from the Negative Energy Plane for an instant.
Blastbone: (Evocation, Necromancy) This allows the caster to shatter bony material in a violent explosion. The bones must be part of an undead creature such as a skeleton or zombie. This does damage to the undead creature.
Blast of Castigation: (Evocation) You hurl a ray of violet energy from your open palm, inflicting damage on your target.
Blazing Beam: (Evocation [positive]) This spell draws a parcel of energy from the Positive Energy Plane to the caster's hand, which is then fired in a ray to the chosen target.
Blazing Light: [Evocation] Focusing holy power like a ray of sunlight, you project a beam of light from your hand. Undead creatures (or those who have Tomb Taint) are harmed by this beam.
Bludgeoning Force: (Evocation [force]) This creates a blunt coalescence of force that bludgeons your chosen foe.
Boiling Oil Bath: (Conjuration, Evocation, Alchemy) This creates a cauldron-shaped container of force filled with boiling oil over a target's head. The cauldron dumps it's contents onto the creature unless a successful save is made. Success means the creature notes the cauldron's appearance and leaps to safety before the oil is poured. A creature who fails the save takes the full dose of boiling oil, doing heat damage.
Claw of the Shadow Demon: The skin on your hand turns black, visible wounds appear in the skin from which blood slowly drips, and your fingers grow into long, dark talons. You can make a natural attack (claw) with these talons, which deal extra damage. The talons are only semimaterial, and can even be used to attack an ethereal/incorporeal creature.
Conflagration: (Evocation [fire]) You grin as this gruesome spell explodes in a fiery burst, setting your target on fire, incinerating their hair, clothing, and one layer of flesh at a time – slowly roasting them alive.
Creeping Cold: You turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin, dealing constant damage.
Crystal Symbol: (Conjuration) You create a thin crystal that comes out of the tip of your finger and flies in the direction you point, like an arrow. If you succeed with this attack, the shard inflicts one-time damage. After it hits or misses its target, the crystal turns to powder.
Death to the Living: Your attack channels negative energy.
Dragonfly: (Conjuration [chaos]) A dragonfly formed of chaotic energy bursts into life over your shoulder and streaks to the enemy of your choice, doing chaotic (anarchic) damage.
Dread Bolt: (Evocation [evil]) You unleash a crackling missile of darkness from your unholy symbol at any one target in range, which does damage to good-aligned creatures.
Elemental Forces: This spell allows a weapon to be covered in an elemental force, from the choices of: Fire, Earthen Stone, Ice, Wind, Shadow, Radiance. This can be one time, or through combat.
Elemental Arrow: (Evocation [element chosen]) This creates an arrow of elemental energy of your choice as a one-time or constant attack, such as an "Acid Arrow".
Elemental Orb: (Evocation [element chosen]) This creates an orb of elemental energy of your choice as a one-time or constant attack, such as an "Orb of Acid".
Elemental Ray: (Evocation [element chosen]) This creates an orb of elemental energy of your choice as a one-time or constant attack, such as a "Ray of Frost".
Fire and Ice: (Evocation) This spell brings forth a red crystal sphere, that flies towards the target. A second later, a blue crystal sphere appears and follows the red sphere. When the red sphere reaches the target it explodes with fire, a split-second later the blue sphere exploded with cold. Passing the save means the spheres prematurely exploded doing no damage.
Hammer: (Psychometabolism) This power charges your touch with the force of a sledgehammer. This deals bludgeoning damage.
Horrible Wilting: This spell evaporates moisture from the body of a living creature, causing flesh to wither and crack and crumble to dust.
Inflict Wounds: (Necromancy) This touch attack channels negative energy into the target creature dealing damage per the rank chart. This spell heals creatures that are rejuvenated by negative energy, such as undead.
Lash Fey: (necromancy) You create a cloud of cold iron filings that carries a slight negative energy charge. Any creature weak to cold iron caught within the cloud suffers damage. Any undead creature in the cloud is cured instead of damaged.
Magic Weapon: (Transmutation) This enchants your weapon to do more damage through combat. This is a constant effect.
Magic Fang: (Transmutation) This enchants your natural weapon or unarmed strike to do more damage through combat. This is a constant effect.
Magic Missile: (Evocation [force]) A missile of magical energy darts forth from your fingertip and strikes its target, dealing damage.
Mind Thrust: You instantly deliver a massive assault on the thought pathways of any one creature.
Moonfall: (Evocation [force]) This allows you to target a creature with a beam of moonlight that causes damage and is counted as silver.
Mystic Lash: You create a long whip of ghostly white and silver energy that emanates from your hand and never harms you. One Round or Constant, choose when casting.
Ozone Cloud: (Evocation [air]) This generates an invisible cloud of ozone that merely irritates most creatures, but does damage to fungi, gelatinous cubes, jellies, molds, oozes, puddings and slimes. Tiny sparks of electricity can be seen in the cloud.
Quill Skin: (Transmutation) Hundreds of thin, pointed quills instantly erupt from your skin. These quills cover the majority your body and do not harm you, or hinder your movement or any other actions. The quills sprout out of natural and leather armor but remain harmless under other types. The quills are fine enough as not to cause damage to clothing or other items worn. Creatures swallowing, grappling or constricting you take constant damage each round while you remain swallowed, grappled or constricted.
Raging Rubble: (Transmutation [earth]) You animate an area of rubble, gravel, or other small stones, creating a dangerous, rolling area of debris. The animated rubble has a space of 10 feet and acts like a swarm, doing one-time or constant damage as you direct its path.
Razorfangs: (Alteration) This spell causes your natural fangs to become exceptionally hard, sharp and strong so that they do more damage. This is a constant attack spell.
Searing Light: (Evocation) Focusing divine power like a ray of the sun, you project a blast of damaging light from your open palm. This is a one-time attack.
Shadow Bolt: (Illusion/Phantasm [shadow]) This brings into being a semi-real phantasm of an onrushing missile. The large, gray teardrop shaped illusory projectile glows with faerie fire like radiance of any hue the caster desires. It begins as a mote and as it rushes towards the target grows with a frightening, increasing moan of rushing air. The strike of a shadow bolt is a considerable blow of force, as well as does shadow damage.
Serpent Missile: (Evocation) This is a savage variation of "magic missile". It produces a glowing green serpent form to appear from the caster's fingertips and flash towards the target. It does poison damage.
Shark Bolt: (Invocation/Evocation [water]) Using this spell creates one (or more if used as constant) bolts of water, each the size and shape of a small, dark brown shark (Size S). The shark bolt "swims" from the caster's hand through air or water to bite the indicated target creature.
Spark Shower: (Evocation) This spell causes sizzling purple sparks originating from the caster's hands to spread outwards towards a target, doing electrical damage if the target is in contact with metal (wearing metal armor, or holding metal weapons).
Spontaneous Combustion: The target's internal temperature rises rapidly; inflicting fire damage.
Steam Blast: (Evocation [water]) This creates a billowing cloud of scalding water vapor, that causes heat and water damage.
Synaptic Shock: Your touch deals extra damage, sending pain through the synapses.
Telekinetic Thrust: Hurl objects at your target with the power of your mind.
Thorn Body: This spell causes spines to grow from your exposed skin, damaging a creature that strikes you with any unarmed attack.
*AoE Attack
Area of Effect attacks that target more than one enemy.
Save: Yes
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Diamond: +12 [All NPCs]
Acid Rain: (Conjuration [acid]) A mustard–colored cloud whirls into being. It unleashes a foul–smelling rain accompanied by sizzling noises as it eats through flesh, doing AoE dmg to those targeted by the rain.
Banshee Blast: (Necromancy) You create a cone of spectral energy resembling screaming elven ghosts that deals sonic damage to all targets that fail their save.
Blackmote: (Evocation) This spell summons a microscopic mote of energy from the Negative Energy Plane, which is then hurled and explodes in a burst of darkness and cold energy. Undead creatures, or those not harmed by negative energy take no damage.
Blade Wall: (Evocation [force]) This creates a column of shimmering, sharp whirling blades that does damage to nearby targets.
Blades of Grass: All blades of low-lying grassy plants (3 inches tall or less) become sharp as knife blades. Even walking through such an area causes damage unless you are wearing metal boots.
Call Lightning: (Evocation [electricity]) This spell calls lightning bolts down upon your enemies.
Cerulean Hail: (Conjuration) When you let a drop of water fall into a pinch of dust, a deep blue–black cloud forms over the area and it rains blue hailstones that fall with a piercing scream. The hailstones deal damage to the targeted creatures if they fail their save. Half the damage is cold damage, and the other half is bludgeoning damage.
Chord of Shards: (Evocation) A bard can play a chord on their instrument whose notes transform into a shower of razor sharp, crystalline shards. The shards deal piercing damage to all creatures caught in the area of effect
Concussive Blast: Deal force damage to your targets.
Detonate: You flood yourself with a potent surge of elemental energy (choose acid, cold, electricity or fire), which then explodes from your body.
Diamond Spray: (Evocation [earth]) A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched fingers at tremendous speed. Targeted creatures in the area of the torrent take slashing damage.
Dirge of the Victorious Knights: (Illusion [shadow]) By performing part of an opera, you call forth spectral illusions of mounted knights to trample your foes under the hooves of their glorious steeds. The shadowy knights appear in your square and ride forward in the direction you indicate, doing damage to the targeted enemies.
Electric Arc: (Evocation) This causes small flashes of lightning to erupt from the caster's fingertips to strike one or more opponents.
Fire Snake: You create a sinuous line of flames that you may shape as desired. This may be targeted to one creature, or many per chart.
Field of Icy Razors: Your breath becomes cold and frosty as you intone this spell, and blue-white crystals erupt from the soil, chill air swirling around their needle-sharp tips, doing damage to a group of targets.
Flaming Sphere: (Evocation [fire]) A burning globe of fire rolls in whichever direction you point and burns those it strikes.
Glass Storm: (Evocation [air, earth]) A cyclone rises from the ground, whirling up sand and silt. Tiny crystal shards are separated from the particles, and they
are propelled by the howling wind towards your targets doing damage.
Groundflame: (Evocation [acid]) A glob of fluorescing green gas spews from the ground. In the blink of an eye, it changes color to vibrant blue. Then a blinding flash and all of your targeted enemies are in suffering. A highly corrosive mist deals acid damage to your targets.
Hungry Darkness: This spell creates an area of intense blackness, filled with unseen chewing teeth and ravenous maws. Targeted creatures are gnawed and slashed by these unseen fangs of force.
Hungry Earth: The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
Ice Storm: (Evocation [cold]) Great magical hailstones pound down upon casting this spell, dealing bludgeoning damage and cold damage to every creature in the area.
Magic Missile Swarm: (Evocation [force]) This spell fires a number of missiles at your enemies.
Mass Inflict Wounds: (Necromancy) Negative energy spreads out in all directions from the point of origin, dealing damage per the rank chart. This spell heals creatures that are rejuvenated by negative energy, such as undead.
Moonfall Swarm: (Evocation [force]) This allows you to target a creature with multiple beams of moonlight that causes damage, and is counted as silver.
Path of Frost: You create a line of frost that you may shape as desired, targetting one creature or many, per chart.
Pellet Blast: (Conjuration) This spell creates an explosion of conjured metal pellets, striking everything within its area.
Shark Bolt: (Evocation [water]) This creatures one or more bolts of water, each the size and shape of a small shark. Each shark bolt 'swims' directly from the caster's hand through the air or water towards the target, and bites.
Shooting Stars: (Evocation [fire]) The spell creates small, glowing missiles with fiery tails that shoot forth from the caster's fingertips, flying towards the designated targets. The shooting stars detonate on impact.
Spark Burst: (Evocation) This spell agitates the matter of the atmosphere in a chosen location, releasing electrical energy that strikes the targets. Per DM, this may also ignite flammables in the area of effect.
Spectral Daggerstorm: This produces translucent, dagger-shaped blades of force that can be used to attack more than one target. These daggers will strike both corporeal, and incorporeal creatures.
Starfall: (Evocation [fire]) You call down starts from the sky to strike your enemies. When this spell is cast, burning rocks fall from the heavens, each striking those you have targeted. This does not function indoors, underground or anywhere the sky is not visible.
Swarm of Crystals: (Metacreativity) Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path.
*Attack Enhancers
These are enhancements that can be used on any enemy during your attack, for as many rounds as allowed. You can split up the rounds, in other words if you have 2 rounds you could use it 1 round, skip it, then use it again the 3rd round.
Save: No
Crystal: 1 Round, 1d3 Damage
Topaz: 2 Rounds, 1d3 Damage
Amber: 3 rounds, 1d6 Damage
Sapphire: 4 rounds, 1d6 Damage
Emerald: 5 rounds, 2d5 Damage
Ruby: Full Combat, 2d5 Damage
Obsidian: Full Combat, 2d8 Damage
Diamond: Full Combat, 2d10 Damage
Bear Claws: (Transmutation) Your hands transform into the paws of a bear, complete with long, tough claws. You can use the claws to attack, dealing extra damage. The claws are considered magical for the purpose of overcoming damage reduction (DR/Magical).
Blazing Wreath: (Evocation [fire]) Your body bursts into magnificent flames as you call upon the true power of Fire. A wreath of divine flame surrounds you and leaves a fiery trail behind you as you move. Your body is shrouded in flames that damage
opponents that you target with your melee attacks.
Elemental Enhancer: (Evocation) Choose an element when you take this spell, and you can cast this enhancer spell and use that element in your attacks per the enhancer rules.
Hellmouth Lash: Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. You choose what type of energy damage the spell deals when you cast it. You attack with your tongue as if it were a whip. While the spell is in effect, you cannot speak, cast spells requiring verbal components, or activate items requiring command words.
Red Crow Strike: Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your targets as you move from one target to another.
Sand Jambiya: [Evocation [sand]) This spell turns a fistful of sand into a sharp-edged, dun colored metallic blade held firmly by the caster. Like an actual jambiya (type of dagger) it is double-edged and curved. The blade can measure no more than twice the length of the caster's hand, nor weigh more than 5lbs. The weapon is as hard as steel, but cannot be affected by magnetic forces or heat and it is not a good conductor. It turns into sand when its time limit is over.
Sharptooth: (Alteration) This is used by caster's who like to sink their teeth into combat. It alters a creature's fangs, making them harder and sharper. It adds damage to bite attacks.
Sinuous Horrors: (Alteration) This spell transforms each of the caster's arms into a hissing, writhing serpent that can strike out at creatures within reach. These snakelike tentacles can be used to attack and allows for extra damage to be rolled. The caster cannot cast this while holding anything in his hands.
Spearflight: (Alteration) This spell benefits those that use missiles such as spears, javelins, or something like the atl-atl. The weapons must be thrown missiles. This spell enables them to be hurled with a bit extra force, allowing some extra damage.
Stonefist: (Evocation [earth]) One of your empty hands (your choice) becomes encased in a stony shell. You cannot hold anything in the affected hand while the spell lasts, but you can use the hand to make more powerful unarmed strikes.
*Damage over Time (DoT) Spells
A DoT spell does damage over a course of several rounds. It is not high-level damage, but it cannot be evaded, reflected, or otherwise defended against in any way.
Save: Yes, initial save when cast.
Crystal and Topaz: 2 rounds / +1 Damage
Amber: 3 rounds / +1 Damage
Sapphire: 3 rounds / +2 Damage
Emerald: 4 rounds / +3 Damage
Ruby: 4 rounds / +4 Damage
Obsidian: 5 rounds / +5 Damage
Diamond: 5 rounds / +7 Damage
Agonizing Rebuke: (Illusion) With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or otherwise takes an action that would harm you, it takes undefendable damage for as many rounds as determined by the DoT chart.
Antagonize Wound: (Necromancy) Causes a target who has already been wounded to continue to deal damage, taking damage over time.
Armor Crypt: (Transformation) You cause spikes to appear on the inside of your target's armor, which does damage over time as the interior spikes last through the duration allowed.
Bleed: (Necromancy) Cause a target who has already been wounded to begin to bleed, taking damage over time.
Burning Brand: (Evocation) This spell lights a burning brand of powerful divine energy on your target which does damage until it fades.
Corrosive Consumption: (Conjuration [acid]) This spell causes a small, rapidly growing patch of corrosive acid to appear on the target, doing damage over time.
Heartseeker: (Transmutation) You transform the pointed weapon into a true harbinger of death, a weapon which sprouts roots when it hits its target. The roots and branches seek out vital organs, wounding the victim. This terrible spell is cast on a piercing weapon made partially of wood, usually a spear or an arrow. When the weapon damages a creature, the wooden shaft of the weapon begins to sprout as if growing. The roots and branches seek out vital organs as a source of nutrients, doing damage over time as many rounds as is allowed. When the duration is over, the roots fall away but the damage is already done.
Soulbleed: Striking to the very building blocks of their makeup, their soul energy, this does damage for as many rounds as allowed.
*Creature Summons
If you have a companion creature of any sort (imp, undead, familiar, animal companion) and you cast a creature summons spell, you may only use one or the other for each round of combat. So for instance if you have a familiar already on the scoreboard and you summon a creature, for as long as the summons lasts your familiar is skipped for those rounds of combat.
Save: No
Crystal and Topaz: 1 round, 2d50, 25hp, DEF DC10, Strike +0, 1d3 Attack
Amber: 2 rounds, 2d60, 30hp, DEF DC11, Strike +1, 1d4 Attack
Sapphire: 3 rounds, 2d68, 34hp, DEF DC12, Strike +2, 1d6 Attack
Emerald: 4 rounds, 2d70, 35hp, DEF DC13, Strike +3, 1d8 Attack
Ruby: 5 rounds, 2d75, 37hp, DEF DC14, Strike +4, 2d6 Attack
Obsidian: Full Combat, 2d80, 40hp, DEF DC15, Strike +5, 2d8 Attack
Diamond: Full Combat, 2d85, 45hp, DEF DC16, Strike +6, 2d10 Attack
Abyssal Vermin: You summon a swarm of vermin imbued with power from the Abyss, causing it to be considered a fiendish creature and naturally "evil".
Animate Snow: This spell causes snow and ice to animate into a cold-based creature that does the bidding of it's summoner.
Arboreal Archer: (Transmutation) You imbue limited intelligence to one non-sentient tree or shrub no less than 20 feet tall, allowing you to telepathically communicate simple instructions to the tree. On your command, the tree pulls back its branches and fires a volley of acorns, branches, or other debris at any target that you designate.
Bear Guardian: A spirit of a massive bear appears beside you, and fights as well as defends the mystic.
Carnivorous Defender: (Transmutation) You transform an innocuous plant into an animate, carnivorous one that defends you. It can move on its own, or wrap around you with its leafy vines. It grows a mouthlike structure which is used in its attack.
Gray Beckoning: A small vortex appears accompanied by the stench of decaying flesh. A rotting hand appears, as a powerful zombie claws its way out of the dimensional portal.
Phantom Defenders: (Summoning) This spell summons a set of phantom beings seen as shimmering outlines of violet light. These defenders do their best to keep between the summoner and his foes. To foes, the creatures are solid and seemingly real. To the caster, they are transparent and incorporeal. Any spell the caster casts has no effect on them, so spells can be cast through them. Any type of phantom creature can be summoned but popular choices are: Soldiers with chainmail and shield; centuars with lances; giant bats; or sharks.
Searing Serpent: (Conjuration/Summoning) This causes a serpent composed of writhing flames from the Elemental Plane of Fire to appear. It does fire damage.
Shadow Summons: (Conjuration/Summoning, Necromancy) This spell summons a shadow which is under the control of the caster and will attack enemies on command. The shadow remains until slain, or duration ends.
Spirit of the Arisen Earth: A golem of earth and stone rises from the ground to serve and fight for you.
Summon Creature: (Conjuration) Summon a creature to fight in combat alongside of you.
*Reflects
Reflects send attacks back upon the attacker, the attacker takes the damage.
Save: Yes
Crystal and Topaz: n/a
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Diamond: Full Reflect + 1/4 Dmg Extra
Deflection: (Abjuration [force]) You surround yourself in a whirling barrier of force that sends an attack hurling back toward its source. This applies to any melee or ranged attack directed against you so long as it uses a strike roll to determine whether or not it hits you.
Foe to Friend: (Enchantment/Mind Effect) Cast this spell when an enemy is about to make a melee attack against you. The creature makes the attack against a valid target of your choice instead.
Friendly Fire: This spell redirects a ranged attack or physical attack spell against you to another target within 30ft.
Hostile Juxtaposition: (Conjuration) You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can cause yourself and the target creature to teleport and switch places. The target creature then takes the brunt (or full force) of the attack.
Parabolic Return: (Geometry) As you can clearly see, space is curved. My equation shows the true trajectory of this beam ends up over here, right in your friend's face. Activate this to redirect any ranged attack roll made against you, even siege weapons and magical rays. You may choose any target (including the original caster) within range for the attack.
Rapid Reflexive Response: (Alteration) This spell enables you to grab hurled or projected missiles such as arrows, axes, bolts, small stones or other objects weighing less than seven pounds out of the air and hurl them immediately back to the attacker.
Reflectorum Arcanum: (Abjuration, Evocation) This spell forms a golden hemisphere attached to the shield arm of the target, which is then used to reflect a magical projectile such as magic missiles (any form), acid arrows, lightning bolts or any other elemental or magical energy attack.
Shield Other: (Abjuration) This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. This works like a reflect, but the amount allowed to reflect is taken by the caster, shielding the target of the spell.
Spell Drain: (Alteration) This spell allows the caster to drain an incoming damaging spell, and then reflect some to all of damage back upon the caster.
Toxic Gift: (Necromancy [poison]) This spell can be used if you are targeted with a poison. You draw upon the poison in your body and duplicate its effects in the target, which is affected by the same poison you are, except it uses this spell’s DC instead of the poison’s normal DC. If you are affected by more than one poison, you must choose one to afflict upon the target. At Obsidian Level the poison is no longer in your body when it is gifted to your target.
Twisted Space: (Transmutation) You distort the space around a creature, twisting the path of its attack back upon itself.
Wall of Thorns: A wall of thorns springs up when you are attacked, stopping the attack and causing damage from the thick, dagger like thorns.