House of Glass

Damage: Special.
Saving Throw: Standard; gods are immune to this spell.
P.P.E.: Twelve

Effect

"People who live in glass houses shouldn't throw stones..."
While hackneyed, this saying sums up the spell' s effect. The recipient of this magic appears to turn into living glass, but suffers no damage, only a strange, semi-transparent appearance. It is not until the victim of this magic attacks the spell caster that the enchanted individual learns the effect of this magic. The victim of this spell can not harm the spell caster without suffering identical damage in return!
Any harm the victim inflicts on the mage is also visited upon him. Thus, an enchanted mercenary who fires a laser rifle at the spell caster and inflicts 22 M.D., will automatically suffer 22 M.D. in return. The damage is always identical, so if the mage suffered damage to his armor (magical or physical body armor), the same damage will be inflicted on his enchanted attacker.
If the damage was to physical M.D./Hit Points, the attacker will suffer the same damage in the same location. Similarly, if the attacker is a fellow mage, and he casts a Speed of the Snail spell upon the other mage, he too will be affected by his own magic.
Of course, the returning attack may offer greater or lesser consequences to the attacker depending on the situation and the two combatants.
If the spell caster is killed, his victim will see his own Hit Points knocked down to 1D4, fall to his knees and suffer from weakness (all attacks, speed, bonuses and skills reduced by halt a near death experience.
Of course, other enemies may take advantage of his incredibly weakened state!
If the sorcerer's attacker is killed or put in a coma, the spell ends immediately.
Related School
Invocation.
Effect Duration
One minute per level of the spell caster.
Effect Casting Time
1 action.
Range
Up to 100 feet (30.5 m) away.
Level
5