Tempestcone
- SchoolAlteration, Evocation
- ComponentsV, S
- RangeTouch
- AreaCreature touched
- Casting time9
- Duration1 rd./level
- SaveNone
This spell creates a shadowy, upright cone of force surrounding the caster or one creature touched by the caster. The cone comes to a point a few feet above the recipient's head, and extends to the floor (or, if the caster is flying, failing, or otherwise removed from a solid surface, to just below the lowest part of the caster's body). The tempestcone moves with the caster, and seems to be a faintly shrieking, tumultuous chaos of whirling winds and shadowy clouds (hence its name). Its only effect is to “drink" all magic coming into contact with it (including spells cast by a spellcaster it is protecting), and transforms them into magic missiles. The caster is unharmed by the whirling cone of winds (and is unaffected by all incoming spell effects); the magic missiles created by a tempest cone whirl around the cone until hurled unerringly at targets within 40 feet by the being enveloped by the cone. The protected creature can hurl the missiles even if not a spellcaster; a mental command is all that is needed. The missiles are identical in all respects to those from a magic missile spell. A tempestcone creates two magic missiles per spell level absorbed, each inflicting 1d4+1 points of damage and flying unerringly at the target creatures. The action of directing discharged spell energy replaces any other attacks the protected creature is allowed. Such energy is always discharged on the protected creature's next action; if not directed, it shoots off harmlessly in a random direction. If the projectiles pass more than 40 feet from the cone, or are unused when the spell expires, they fade away harmlessly. In addition, if the number of spell levels absorbed in one round equal or exceed the caster's experience level, the spell shatters, releasing all its energy at once. The protected creature takes two points of damage for each level of stored energy (save vs. spell for half) and is stunned for 1d4 rounds.
Notes: Known to the Cult of the Dragon in the Forgotten Realms setting; otherwise virtually unknown.
Sources: Dragon Magazine · Wizard's Spell Compendium