Casting Time 1 standard action
Components V, S, M (1-inch-diameter silver sphere worth 500 gp)
Range long (400 ft. + 40 ft./level) and see below
Effect one summoned, 2-ft.-diameter sphere
Duration concentration + 1 round/level (D)
Saving Throw none; Spell Resistance no
When it is summoned, the sphere can appear with a metal whip that has a 10-ft. reach and deals 2d6 hp damage or with a serrated blade that deals 2d8 hp damage and has a 5-ft. reach. The sphere can only use one weapon at a time, but it can change weapons as a move action for you that provokes an attack of opportunity on the sphere.
As a move action, you can direct the sphere to move to and attack a designated opponent. Once you cease concentrating on the spell, or once the sphere leaves the spell’s range, it continues to attack its most recently designated foe until the spell’s duration expires or you dismiss the sphere. If a foe is helpless or disabled, it performs a coup de grace.
If you cease concentrating and the sphere no longer has an opponent to attack, it does nothing. You must be within range of the sphere to dismiss it.
Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.