Desert Cocoon (3.5e Spell)
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|Casting time:||1 round|
|Duration:||5 minutes per technician level or until destroyed; see text|
Slowly interlocking your fingers into a hemispherical shape, your attuned sand mimics you creating an impenetrable orb of sand around you. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition.
The cocoon has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the cocoon. If an origin is attempted to be selected within the cocoon, the result instead originates 1 foot over the cocoon.
Techniques may be used while you're within the cocoon but have a 90% miss chance due to the sound barrier the cocoon creates as well as the obvious loss of vision. This is lost if you somehow retain vision of outside the cocoon.
Also, the surface of the cocoon may be used for other techniques. If used so, the surface must remain in contact with itself or the cocoon is left with a hole that may let in damage. This hole may be repaired with an amount of sand equal to that which was lost but if the new sand isn't attuned sand, the cocoon loses 5 health and 1 AC for each cubic foot of attuned sand replaced. Alternatively, you may open a hole in the cocoon purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet.
You may spend an additional 10 technique points to double the cocoon's health and increase its AC by 3. This may be done multiple times but only at the use of the technique.