Shark Bolt (Invocation/Evocation)
(Water)
**Level:** 2
**Components:** V,S,M
**Range:** 50 yds. + 10 yds./lvl.
**Casting Time:** 5 segments
**Duration:** 2 rnds./lvl.
**Saving Throw:** 1/2
**Area of Effect:** One target/bolt
Use of this spell creates one or more bolts of water, each the size and shape of a small 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. The bolt moves at a rate of 24 and strikes targets as a 6 HD monster, doing 2d4 hp bite damage per bolt. Each bolt continues to pursue its designated target until striking or until traveling beyond the range of the spell. Concentration is unnecessary; the bolts pursue targets as long as the targets were visible to the caster at the spell's casting and do not go invisible, teleport, or similarly escape by mundane or magical means.
The bolt may be attacked and reduced in strength. The bolt is AC 4; if successfully struck by a physical weapon of any sort, it loses some of its volume, causing it to attack as a smaller shark. The bolt still pursues its target, but it strikes only as a 3-HD shark doing 1d4 hp damage if struck once. Each bolt dissipates if struck a second time. Normal initiative is checked, with a different initiative for each bolt.
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 may 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.