Wandering Star Motes
Illusion (Pattern) [light, mind-affecting]
Level: Artificer * 4, Bard * 4, Shaman * 4, Sorcerer */Wizard * 4, Warlock * 4
Components: V, S, M (a sprinkle of flash powder)
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature and special; see text
Duration: 1/round per level
Saving Throw: Will negates, see text
Spell Resistance: yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will Save. If the target fails its save, it is Dazed for 1 round and must make another save on its next turn or be Dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will Save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be Dazed. Any time a target makes its Will Save, the wandering star motes jump to the next nearest enemy within 30 feet.
A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.
Level: Artificer * 4, Bard * 4, Shaman * 4, Sorcerer */Wizard * 4, Warlock * 4
Components: V, S, M (a sprinkle of flash powder)
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature and special; see text
Duration: 1/round per level
Saving Throw: Will negates, see text
Spell Resistance: yes
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will Save. If the target fails its save, it is Dazed for 1 round and must make another save on its next turn or be Dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will Save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be Dazed. Any time a target makes its Will Save, the wandering star motes jump to the next nearest enemy within 30 feet.
A given creature can only be affected by the wandering star motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.