Resilient Sphere (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 6
School: Conjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A crystal sphere, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 5-ft.-diameter sphere
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You make broad, circular gestures, magical force from your hands compressing air into a dense flexible layer as you swirl into existence a large shimmering globe of resilient air, five feet in diameter.
Once called into existence, in an open square adjacent to your space, you may expend a move action to command the resilient sphere to move in whichever direction you point and scour all creatures it moves adjacent to, or who move adjacent to it, once per round per creature. (It does not scour the caster upon creation, although it is wise to move it quickly away.) It can also be commanded to blast (requiring a standard action) in a shattering burst of force, affecting all creatures within fifteen feet of its space (a 7 x 7 square space, centered on the orb). When commanded to blast it inflicts (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of thundercrash (energy, rare) damage, with a saving throw as above for half damage. Blasting in this fashion does not end the spell.
It moves 60 feet per Move action the caster expends, using Greater Flight as its movement type. If it enters a space adjacent to a creature, it deals 5d6 points of scouring (energy, uncommon) damage to that creature, though a successful save as defined above halves that damage.
If not directed to move, the sphere stays at rest and scours any creatures who moves adjacent to it, once per round per creature.
It occupies a space as a creature does, and can be moved around by Combat maneuver checks, and its space can be entered (at the cost of being scoured) through normal means such as Overruns or Clamber. It is not a creature or an ally, does not flank or make attacks of opportunity, and cannot be targeted for buff or debuff effects. The surface of the sphere feels firmly yielding, and so does not cause damage except by its scouring action.
The Resilient Sphere is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the Sphere is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. A Resilient Sphere dissipates immediately if it exceeds the spell's range.
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Barrow Haze (Cleric Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Euphoric Cloud (Druid Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Alchemist Extract),  Fog Cloud (Druid Spell),  Fog Cloud (Ranger Poultice),  Fog Cloud (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Mind Fog (Bard Spell),  Mind Fog (Paladin Spell),  Mind Fog (Sorcerer/Wizard Spell),  Nauseating Trail (Alchemist Extract),  Nauseating Trail (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Plague Storm (Cleric Spell),  Plague Storm (Druid Spell),  Plague Storm (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Stinking Cloud (Alchemist Extract),  Stinking Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30