Catch Spell (VH)
Blocking; Special
When cast immediately after a Missile spell is thrown (not when it is cast), this spell allows its caster to catch the missile as it comes within reach of him. Once caught, the spell can be held by the caster just as if he himself had cast it, to be thrown later (back at its original caster, perhaps...). The caster need not know the spell he is catching.
If the Catch Spell roll succeeds, its caster physically catches the missile when it comes close enough to grab. If the Catch Spell roll fails, its caster gets hit dead-on by the spell (on a critical failure, he takes maximum damage from the spell!).
Cost: 3.
Prerequisites: Magery 2, DX 12 or higher, and Return Missile.
Item
Glove. Usable only by mages. Such a glove can catch only one specific Missile spell. Treat variations (such as Fireball/Explosive Fireball) as a single spell for this purpose.
Energy cost to create: 300. A glove that could catch any Missile spell would require 1,200 energy.