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WizardLv. 7

Nerve Dance

Casting this spell causes one to three glowing, red streamers to shoot from the caster's hand. Each of these streamers, under the caster's direction, pursues an intended target until it strikes and wraps around the target. A targeted creature is allowed a saving throw vs. spell; failure means the streamer engulfs the creature. The saving throw must be made each round until the spell expires.

Those failing the saving throw take 2d6 points of damage and fall to the ground in excruciating pain for as long as the spell lasts. Those who make their saves must continue to dodge and weave and are incapable of spellcasting or similar actions. Sending multiple streamers against the same target has no additional effect, not even additional saving throws.

The caster must concentrate on the streamers to direct them. If his concentration is broken the spell ends immediately. Otherwise, the maximum duration of the spell is 3 rounds, plus 1 round per caster level. Streamers passing beyond the spell range dissipate harmlessly.

The streamers can be destroyed before they wrap a target creature. Each is AC 0, and any hit from a magical weapon destroys it. The streamers take no damage from normal weapons.

The material components are a 6-inch strand of red spider silk, and a glass rod with continual light cast upon it. The rod is used to direct the streamers. The spider silk is consumed in the casting, as is the continual light spell.

Notes: Common in the Shining South of the Forgotten Realms setting; otherwise very rare. Known to be in the books of Random the Mad.

Sources: Wizard's Spell Compendium

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