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Fire Blossom

Schools: Elemental Fire, Invocation/Evocation
Level: Wiz/Sor 4
Range: 30 yards + 1 yard per level
Components: Verbal and Material
Duration: 3 rounds +1 round per level
Casting Time: 3
Area of Effect: Special
Saving throw: Reflex halves

When cast, Fire Blossom creates 1D4+1 per level, one inch spheres of flame to appear about the caster. A maximum of ten of these can be called into being. Once created, the spheres serve a dual purpose: defensive and offensive.

In defensive mode, the spheres serve as a high speed armor of sorts. The spheres orbit the caster in much the same way as electrons orbit an atom nucleus. By pulling the spheres into as close an orbit around himself as possible, the caster makes it very hazardous for anyone to attempt to engage him in melee. In fact, for each sphere that the caster has, there is a 10% chance that it will hit anyone or anything attempting to pass through their orbit. If the spheres strike a target, it immediately explodes into a 2 foot diameter fireball doing 2D10 points of damage. The unfortunate victim may save for half damage. Of course, the caster should also keep in mind that he is not immune to the fires effects. Should he be caught in the expolsion radius, he must also save unless he has some kind of protection from fire.

In offensive mode, it serves as a mini-multi-fireball spell. Each sphere acts an an individual fireball which can be aimed at a single target and released from orbit. The caster simply points at the target, concentrates on the range he wishes to achieve and releases the sphere. The fireball then explodes into a 2 foot diameter ball of flame doing 2D10 points of damage to anyone failing their saving throw. While it does not do as much damage as a fireball initially, it has the potential of taking out multiple targets with one low level spell. Also, if you concentrate all of the spheres on one target, you have the potentail of doing 20 - 200 points of damage with ten spheres.

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