Squid Bolts
| Level: 2nd
| Casting Time: 5
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| Range: 60 yards
| Saving Throw: none
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| Area of Effect: 1 target/bolt
| Components: V,S
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| Duration: 1 round/level
| Invocation/Evocation, Elemental Water
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This spell creates a number of watery bolts, each
the size and shape of a small squid (size S, 1 foot long). Once
the spell is cast, the squid "swim" directly from the
caster's hand through air or water to entangle their target.
The squids move at MR24 and act as 1HD creatures (THAC0 20, 4
hp) with AC 6. Each bolt pursues its target until successful
or moving out of the spell's range. Concentration is unnecessary;
the bolts pursue their targets as long as the targets are visible
to the caster.
Squid bolts do no damage to their pursued target
upon contact, but instead attempt to entangle, grapple, and overbear.
To determine their effects, consult the "Overbear"
section of C&T, p44. Briefly, the group of squid make a
group attack roll against their target, using THAC0 20 with a
+1 bonus per each additional squid. The attack is made against
the target's natural AC (AC 10, minus magical and Dexterity adjustments).
If the squid hit, an opposed Strength check is required. The
squid group has an effective Strength score of 7, plus 1 per each
additional squid. Note that the squid are size S, hence man-sized
targets gain a +4 bonus to the opposed roll due to the size difference.
If the squid win the opposed roll, the target is knocked down.
If successfully overbeared in the next round, the target has
been pinned and restrained.
The squid bolts may be attacked normally, dissipating
upon taking 8 or more hp damage. The target is allowed applicable
attacks of opportunity against incoming squid.
The spell creates a number of bolts equal to the
level of the caster, to a maximum of 12. The caster may divide
the total number of squid bolts among any number of visible targets.
Squid ink may be used as an additional material component to
add coloration, or omitted, making each bolt invisible (AC2) underwater.
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