Squid Bolts

Level: 2nd Casting Time: 5
Range: 60 yards Saving Throw: none
Area of Effect: 1 target/bolt Components: V,S
Duration: 1 round/level Invocation/Evocation, Elemental Water

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.