Level: 3
Range: 0
Duration: 1 round/level
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Area of Effect: Special
When the mage casts this
spell, it summons into the caster’s hand
a slender baton
formed from energy drawn from the quasi-elemental
plane
of radiance. The baton can be one
of the seven colors of the
rainbow as the caster chooses. The attack
form of the baton
will correspond to the color chosen, being
similar to the
attack of a radiance quasi-elemental
creature, as follows:
Red baton:
cold energy (+
1 damage to fire-based creatures,
no damage if cold-based)
Orange baton:
heat energy ( + 1 damage to cold-based creatures,
no damage if fire-based)
Yellow baton: acid damage (save vs spells to take no damage)
Green baton: neutralize poison (per cleric spell)
Blue baton:
electrical energy (+ 10 damage to metal
armored enemy)
Indigo baton: undead specific (Only undead harmed)
Violet baton: vegetation specific (only plants harmed)
The baton will do a base 2d4 points of damage
plus one
point of damage per level of the caster
when a hit is scored.
The type of damage corresponds to the color
of the baton.
The color of the baton is chosen during
casting, and cannot
be changed thereafter. Creatures are allowed
no saving
throw versus the effects of the radiant
baton. The baton
automatically hits any creature that successfully
strikes
the caster in that melee round, otherwise
the caster must
use his own THACO to determine a successful
strike on an
enemy.
MC: A crystal prism (which shatters
after the spell) and a set of seven
small, silver rods.