Shade
Monster Junkie
Ditto! Revising again...
Catch Spells (Su): As a free action usable on another creature's turn, Enceladus may attempt to catch spells directed at him. This functions similar to spell turning, except there is no limit to the number of spell levels he can catch, and the spell is not immediately redirected. For each spell caught, Enceladus may choose to hold the spell and redirect it on his turn (losing a slam attack for every two spells redirected in such a manner), or he may choose to let the spell energy dissipate harmlessly, in which case he does not lose a slam attack. Enceladus may not catch more than four spells at a given time (two per hand). If Enceladus does not redirect the held spells on his next turn, the spell energy dissipates harmlessly.
To redirect a spell, Enceladus "throws" it at a target of his choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc.
Catch Spells (Su): As a free action usable on another creature's turn, Enceladus may attempt to catch spells directed at him. This functions similar to spell turning, except there is no limit to the number of spell levels he can catch, and the spell is not immediately redirected. For each spell caught, Enceladus may choose to hold the spell and redirect it on his turn (losing a slam attack for every two spells redirected in such a manner), or he may choose to let the spell energy dissipate harmlessly, in which case he does not lose a slam attack. Enceladus may not catch more than four spells at a given time (two per hand). If Enceladus does not redirect the held spells on his next turn, the spell energy dissipates harmlessly.
To redirect a spell, Enceladus "throws" it at a target of his choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc.