This spell wreathes the character in flame and causes damage
to each creature who attacks the character in melee. The flames
also protect the character from either cold-based or fire-based
attacks (the character's choice).
Any creature striking the character with its body or handheld
weapons deals normal damage, but at the same time the attacker
takes 1d6 points of damage +1 point per caster level. This damage
is either cold damage (if the shield protects against fire-based
attacks) or fire damage (if the shield protects against
cold-based attacks). If a creature has spell resistance, it
applies to this damage. Note that weapons with exceptional reach,
such as two-handed spears, do not endanger their users in this
way.
When casting this spell, the character appears to be immolated,
but the flames are thin and wispy, shedding no heat and giving
light equal to only half the illumination of a normal torch (10
feet). The color of the flames is determined randomly (50% chance
of either color)blue or green if the chill shield is cast,
violet or blue if the warm shield is employed. The special powers
of each version are as follows.
Warm Shield: The flames are warm to the touch. The character
takes only half damage from cold-based attacks. If that attack
allows a Reflex save for half damage, the character takes no
damage on a successful save.
Chill Shield: The flames are cool to the touch. The character
takes only half damage from fire-based attacks. If that attack
allows a Reflex save for half damage, the character takes no
damage on a successful save.
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