Domora Hume is considered by most to be the first god caller, conjuring a god from the Plane of Water named Dyzad to protect his town from Mammoth Lord raiders. A lost story of this defense claims that Dyzad appeared to be in three places at once, blocking the raiders' spears, swords, and torches. The intended lesson is that Dyzad will overcome any barrier to protect the people of Sarkoris. This spell gives that intention physical form, allowing the caster to protect their people.
When you Cast this Spell, a watery replica of the eidolon Dyzad appears in front of each of the targets, granting them a +1 circumstance bonus to AC and fire resistance 5.
Spell Effect: Domora's Defense
While the replica persists, a target can use the Shield Block reaction with the replica. The replica has Hardness 15 (or Hardness 20 against fire damage). They can use this reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After a target uses Shield Block, the replica dissipates. The spell ends when you no longer Sustain it or if all three replicas have dissipated, whichever happens first.
Traits
Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
An action with this trait requires a degree of mental concentration and discipline.
An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.