Magic Stone
(Alteration)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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)