# Wild Bolt

### by Jim Wells (jlwells@u.washington.edu)

## From the Spellbook of Fe'larn

### Human, Wild Mage (12th level)

Level
  Third
School
  Wild
Sphere
Range
  90 yds
VSM
  V,S
Dur
  Special
CT
  3
AE
  135 degree arc
ST
  None

### Spell description

This spell creates magical bolts of energy, 2d4 in number that fan out in front of the caster 90 yds. These bolts do 1d4 points of damage per level of the caster and hit with a THAC0 of 13. Determine targets randomly among the creatures in the 135 degree arc in front of the mage.

If a bolt misses, it is assumed that it hits and inanimate object of some sort. This causes it to bounce in a random direction (determined by using the grenade like missiles chart in DMG). Any creature in the path of the dart(s) that have bounced are potential targets. Damage is reduced by one die for each bounce of a dart, until the dart disappears when it bounces a number of times equal to the caster's level.