Amber's Automated Arrows

Level: 2nd
Casting Time: 2
Range: 0
Saving Throw: none
Area of Effect: special
Components: V,S,M
Duration: 1 round/2 levels
Enchantment, Evocation

By means of this spell, various missiles are enchanted as to fire themselves. At the conclusion of casting, the mage releases the missiles to be fired, which levitate at head level beside the caster. These missiles are fired at the chosen target(s) as if fired by a warrior equal in level to the caster who is proficient with the appropriate missile weapon (bow, sling, sling staff, etc). These missiles have the normal ROF, range (and range modifiers), and damage rating; for example, a 5th level caster using flight arrows would fire as a 5th level fighter: two arrows per round, doing 1d6 hp damage per arrow, which have a 6/12/21 range, and using THAC0 16 for hit determination.

The caster must maintain concentration for this spell to remain in effect. If this concentration is broken, or the spell runs out of levitated missiles, the spell immediately fails; any remaining missiles fall to the ground. No other spellcasting is possible while maintaining Amber's automated arrows, and movement is reduced to half-rate. All the missiles must be of the same type; all arrows or all sling bullets, but not a combination. Enchanted missiles may be used with this spell; non-magical missiles are not treated as magical weapons when determining the possibility of a strike.

Missiles to be fired are chosen randomly from the levitating "stockpile"; for example, with a grouping of ten arrows and two +1 arrows, there would be a 1 in 6 chance of the spell randomly picking one of the +1 arrows. The caster mentally commands how to divide the attacks among opponents; one dart for three separate targets, three darts for one target, or any other combination possible.

The material components are the missiles to be fired by the spell. The missiles are not consumed by being used with this spell.