Shark Bolt
- SchoolInvocation/Evocation, Water
- ComponentsV, S, M
- Range50 yds. +10 yds./level
- Area1 creature/bolt
- Casting time5
- Duration2 rds./level
- Save2
Use of this spell creates one or more bolts of water, each the size and shape of a small, dark brown shark (size S). Once the spell is cast, each shark bolt “swims” directly from the caster's hand through the air or water to bite the indicated target creature. The bolt moves at a rate of 24 and strikes at the target creature as a 6 HD monster (THAC0 15), inflicting 2d4 points of bite damage per bolt. Each bolt pursues its target until striking or until traveling beyond the range of the spell. Concentration is unnecessary; the bolt pursues the target creature as long as the creature was visible to the caster at the spell's casting and does not become invisible, teleport, or similarly escape by magical means. Any physical barrier that completely blocks the passage of a bolt will cause it to splash and dissipate harmlessly.
The bolt can be attacked and reduced in strength. The bolt is Armor Class 4; if struck by a physical weapon of any sort, it loses some of its volume, causing it to attack as a smaller shark. The first hit reduces the bolt to attack as a 3HD shark (THAC0 17), causing 1d4 points of damage if struck once. A bolt dissipates if struck a second time. Bolt initiative is determined normally.
The spell creates a number of bolts equal to half the level of the caster (rounded down), to a maximum of 10.
The necessary material components for the spell are a pinch of salt, three whole shark's teeth, and a dram of water. The ink of a squid or octopus is also used to add coloration to each of the bolts. The ink component can be omitted for underwater casting, making each bolt effectively invisible (AC 0).
Notes: Uncommon for water and Sea mages; otherwise, very rare. (Updated from Dragon Magazine.)
Sources: Dragon Magazine · Wizard's Spell Compendium