Magic Stone
(Alteration)


L^: c1
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R#: 2"
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D^: 6 rounds or until used
C^: v.s
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CT: 1r
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S^: None
A^: One small stone or pebble
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Effect: To use this spell, the cleric picks up a small stone or pebble and then (via the casting process) places a magical aura on it.

The spell cannot affect stones that are already magical.
The magic stone can be thrown at a target up to 4" distant (assuming
no intervening obstacles and sufficient head room). It will act as a + 1
weapon for "to hit" determination, and if a hit is scored the stone will
do 1 points of damage. Ranges are 2"/3"/4", with standard modifications.
If the stone travels more than 4" from the thrower or if it does not score a hit,
the missile loses its dweomer and falls harmlessly to the ground. A magic stone must
be thrown within 6 rounds after the
casting of the spell is completed, or it turns back into an ordinary item.

A hit from the stone will break the concentration of a spell caster only
if the victim fails a save vs. Spell. Any target with innate
magic resistance cannot be affected by the stone.
A shield spell will protect a target from a magic stone,
as will a brooch of shielding,
a [protection from normal missiles] spell,
a [minor globe of invulnerability],
or any similar (more powerful) magic.

A cleric of 6th through 10th level can enchant 2 stones with this spell,
one of 11th through 15th level can USE it on 3 stones,
and an additional stone is allowed for every five levels of experience
the caster has gained beyond the 11th (i.e., 4 stones at 16th level,
5 stones at 21st level, etc.).

It is possible for the cleric to give the enchanted stone(s) to another character to throw.
Note that some religious organizations might forbid their clerics from
using this spell, since it enables the cleric to USE a missile weapon (of sorts).
 

        - by Lenard Lakofka, from Beefing Up The Cleric (Dragon #58)