Reflect

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Required Light Domain: Light Constructs 5, Seed: Ward 5
Range Self
Area 1 Target
Duration 1 Hour
Casting Full Round Action
Cast Action Verbal, Somatic
Push +1 Hour duration per Push (Sorcery Only)
Mana Cost 4 Mana
Effect The channeler is surrounded by a shimmering mirror-like field that is capable of reflecting spells back on their caster. When the channeler would be struck by magic, they instead roll Intelligence + Channeling Skill + Light Domain vs. the attacker's spell roll. If the result equals or exceeds the attacker's roll, the spell is drawn into the shield, and reflected from the channeler as if cast from them at the attacker using the same number of successes as the original cast roll. Regardless if the field is successful in reflecting the spell, once activated, it dissipates.
  • Example 1: An attacker casts a Hold Person spell at the channeler, rolling 3 successes. The channeler with Reflect active rolls 3 successes in response (tied). The Hold Person spell is then targeted at the original attacker with 3 successes. They must now save (against their own spell!) or be held.
  • Example 2: An attacker casts a Fireball spell at the channeler and nearby companions, rolling 5 successes. The channeler with Reflect active rolls 6 successes in response. The entire Fireball spell is drawn into the field, preventing damage to the channeler and his companions, before being fired back at the original caster with 5 successes.
  • Example 3: An attacker casts a Spark spell at the channeler, rolling 2 successes. The channeler with Reflect active rolls 0 successes in response. The Spark spell deals 2 Lethal damage, and the Reflect spell is removed.