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WizardLv. 3

Mental Dagger

By concentrating and speaking a word, the wizard may convert his own psionic strength points (PSPs) into a dagger-shaped force and hurl it at a target within 50 feet of him. Each such use requires the expenditure of one quarter of the caster's total PSPs, so the trade off is normally of most use to those with a single wild talent. The wizard receives no penalty for either nonproficiency or distance, The dagger does 2d4 points of damage, +1 point per point of the wizard's Intelligence score over 16. Thus, if the wizard has an Intelligence score of 18, the dagger will inflict 2d4 +2 points of damage. For the purposes of hitting someone protected by a stoneskin spell, the dagger will use up one point of the stoneskin and still do damage (just as if it were a magic missile). Further, the mental daggers act as if they were +2 weapons for purposes of hitting creatures that may only be harmed by magical weapons.

The dagger disappears upon impact. Up to four daggers may be formed so long as the wizard continues to fuel them each round. If he stops to cast another spell or engage in melee, the spell is lost and no more daggers can be formed.

Because of their origin, the daggers detect as being psionic rather than magical.

Sources: Defilers and Preservers: Wizards of Athas

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