Seven glowing orb-like motes of arcane energy appear and orbit you until the spell ends. If you have five or more remaining you have a +3 bonus to your AC. if you have two to four orbs remaining remaining have a bonus +2 to your AC. If you have at least one orb you have a +1 to your AC.
When a creature makes a melee attack against you and fails to hit, one orb will explode in a fierce flash of blinding light. The creature must make a Constitution saving throw against the caster's spell save DC. Creatures who fail the the save are blinded until the end of their next turn.
You can use a bonus action to send up to 3 orbs to any willing creatures within 60ft of you. A single allied creature can possess a maximum of 3 orbs at any given time. These orbs will now orbit the chosen creature. Any creature who receives an orb will gain the same benefits as the caster depending on the respected number of orbs they possess. When an orb that an allied creature possesses explodes the attacking creature will role the Constitution saving throw against the caster's spell save DC.
When you cast this spell using a spell slot of 8th or higher, the number of orbs created increases by two for each slot above 7th.
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