Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft.-diameter disk of force
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
Spell Points: 1
The mage sweats as the monster relentlessly pounds on his protective barrier.
You create a flat disk of force in mid-air. The disk is translucent but not invisible.
By concentrating on the spell as a standard action, you can move and rotate the disk within the spell’s range, as measured from your current location. The disk is otherwise immovable. If the disk goes out of range for any reason, the spell ends.
The disk can be evoked at any angle (horizontal, vertical, or in between), generally occupying the intersection of to 5’ squares. The disk can not be evoked or moved into a space into which it does not fit.
The disk’s movement is gentle, generally slow enough to carry items (if horizontal), and not fast enough to trip or otherwise interrupt creatures. The disk can not be used to push objects or creatures.
Like most Force effects, the disk can not be directly damaged by physical means (however, it can be dispelled, and Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a Mage’s Disjunction spell). However, if the disk comes under attack, the attack roll is an automatic success, and roll damage for the attack normally. You must then succeed on a Concentration check as if you yourself had taken the rolled damage while concentrating on a spell (usually the DC is 10 + the rolled damage), or the spell ends. If the disk is severely jostled (such as due to someone running into or jumping on the disk), you must succeed on a DC 20 Concentration check or the spell ends. When the spell is ended due to this kind of interruption, the force that caused the interruption is expended (blocked) unless the Concentration check failed by 5 or more, in which case it continues on.
For example: If a disk floating right above a mage’s head is destroyed by falling rock but the Concentration check failed by less than 5, the rock’s fall is checked, reducing the potential damage to the mage. If a disk evoked as a readied action in response to a charge attack is destroyed by the impact striking the disk, and the Concentration check fails by 5 or more, the charging character can continue on unabated.