This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The shell serves as a shield against all forms of individually targeted spell attacks. The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area effect spells or other attacks that strike several creatures at once. Whenever an individual attack is directed at the caster, the baneful deflector activates. Before striking the target creature, you get to do a spell Save Dc with your spell casting ability. If you save, the spell is bounced back to a random creature within the spells range. Roll a dice to determine what creature the spell goes too instead. If the new target is beyond the range of the spell, no target is hit. If the caster fails the Spell save, they are hit automatically by the spell with no additional hit or saving roll. The stronger the spell the higher the spell save dc.
Cantrip: Automatically Succeed, LV1.DC10, LV2.DC12, LV3.DC14, LV4.DC16, LV5. DC18, LV6.DC20, LV7.DC22, LV8.DC24, LV9.DC26
* - Before the spell hits and dice are rolled ** - ( small prism worth 100G)
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