3.5 Super Tuesday
Spell - Ice Guard - LVL5
Conjuration, Abjuration, Cold
Level: Sor/Wiz 5
Components: V, S, M (a hand sized chunk of ice)
Casting Time: 4 rounds
Duration: 1 round per caster level
Saving Throw: NA
Spell Resistance: NA
The ice guard spell allows the caster to create several floating panes of thick ice the surround and protect him. The spell creates one plate of ice per 3 caster levels. The plates hover about the caster, moving in random patterns until the caster is attacked. Each plate is roughly 3’x3’ or a 4’ diameter circle (at the caster’s option, with no effect on performance). The moving plates provide the caster with a +4 bonus to AC from hard cover from melee and ranged attacks, as well as providing concealment (20% miss chance to all attacks). The plates always move to protect the caster from attacks, and the benefits of the spell’s plates persist until all are destroyed (1 plate is as effective as several).
The Ice Plates can be individually targeted AC12, Hardness 5, 30hp (vulnerable vs fire attacks (x2 dmg)), immune to cold attacks.
Finally, the magical cold plates sense and intercept magical ray attacks (including beholder eye rays). If the caster is attacked by a magic missle spells (or effects) o ray spells or effect, one of the caster’s remaining Ice Guard plates (chosen randomly), magically zooms into the way, intercepting the ray (and suffering the spells effects instead of caster). Some ray spells (like energy ray attacks like scorching ray) deal damage to the plates, but other ray attacks like ray of enfeeblement are absorbed by the plate with no ill effects. Ice plates cannot intercept “Chain Missile” Spells.
The spell component for this spell is a hand sized chunk of ice that is consumed in the casting.