You possess the ability to change the direction of ray-based spells.
Prerequisite: Dex 13, exposure to any spell whose effect is a ray, you embed a special gem (worth at least 100gp) in the palm of your off-hand.
Benefit: Once per round when you would normally be hit with a ray effect you may immediately make an opposed ranged touch attack. If successful, you deflect the ray and take no damage from it or otherwise suffer any effect. If you fail, you suffer the full effect of the ray (maximized variables, no save). If you win by five or more you can direct the course of the ray to a new target, otherwise a refracted ray shoots off in a random direction. Roll 1d8 to determine the direction of the ray (as if it were a splash weapon). A deflected ray travels until it hits another target or the spell runs out of range. You must have the hand with the embedded gem free (holding nothing) to use this feat and you must be aware of the attack and not flat-footed.
Special: You may only block a single ray when using this feat to block spells with multiple rays (such as scorching ray).