Wall of glass
Primary Action and move. Provokes. Range 5, Sustain. You summon up a wall of glass- it can be colourless, or coloured or multi-coloured. It must be braced on at least one side, otherwise it will fall and shatter. The glass can be no more than 10' high. If it falls, targets underneath are affected as though they have run through the wall. If colourless under regular lighting conditions it can be effectively invisible. If something with moderate mass strikes the glass at moderate speed (say a human moving into it), it breaks, and does d3 damage to the target, and they must make an AGL check or suffer the bleed condition equal to the damage done. Moving through the wall costs an additional point of movement- if this would reduce the targets movement to below zero, they bounce off the wall unharmed with the wall unbroken at the end of their movement. If you hit the wall on edge at high speed you take d3 damage plus d3 damage for each point of movement over 5, and if you take over 3HP of damage after AR, make an SDF check or it is a critical wound (Refer damage actually taken as the value to determine severity). The wall shatters when struck in this manner. Any damage to the wall destroys it, but it stops any low mass missile attack. Any attacks that are targeted through the wall are assumed to have hit it.