Sun Stone
- SchoolEvocation, Province: Flame
- ComponentsV, S, M
- Range5 yds./level
- AreaSpecial
- Casting time7
- Duration2 rds.
- SaveSpecial
A small stone, held in the sunlight by the caster, becomes a magical incendiary missile when this spell is cast upon it. The sun stone becomes so hot that it glows fiery red, but the caster can handle it safely. It must be thrown the same round the spell is cast or it loses its power.
Like a magic missile, a sun stone must be aimed at a target that the caster can see or detect. Its range is 5 yards per experience level. The stone streaks through the air, swooping around corners as needed to follow a moving target. The stone strikes with a THAC0 of 9, and is considered a +3 magical weapon for purposes of what it can hit. The stone bums its way into whatever it strikes, setting flammable items afire. The target creature suffers 4d4 points of fire damage, with no saving throw allowed. After that, the stone returns to normal.
If a stone that misses its target-that is, if its attack roll fails-it falls to the ground. Beings touching the stone in the round after casting take half damage. A successful saving throw vs. spell reduces the damage to 1 hit point (per stone). After that, the stone returns to its original state and becomes harmless.
A wizard can evoke one stone for every three levels of experience. (Hence, a 15th-level wizard can cast five stones simultaneously.) Each stone has its own target-either the same individual or a different one, as desired by the caster.
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.
Sources: Wizard's Spell Compendium