Level: Evoker 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sphere of force, centered around a medium-sized or smaller creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
Spell Points: 7
“You’re not going anywhere.”
A globe of shimmering, transparent force encloses a creature of size medium or smaller. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a Disintegrate spell, or a targeted Dispel Magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Augment: You can augment this spell in one or more of the following ways.
If you spend 6 additional spell points, this spell does not offer a saving throw.
For every 3 additional spell points you spend, this spell can affect a creature one size category larger than medium.
If you spend 6 additional spell points, you can telekinetically move the sphere as long as its contents weigh 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell’s duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.