Defenestrating Sphere

DEFENESTRATING
SPHERE
Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial;
see text
Spell Resistance: Yes

From the pearl you hold between your
thumb and ring fi nger erupts a cloudy gray
sphere of whirling air and howling wind
that fl ies to attack your enemies.

When you cast this spell, you create
a violently swirling sphere of air.
As a move action, you can make the
sphere travel up to 30 feet per round
and strike a creature or object you
indicate as a ranged touch attack. Any
creature struck by the sphere takes 3d6
points of damage from the force of its
winds. In addition, Medium or smaller
creatures must succeed on a Fortitude
save or be knocked prone. Creatures
that fall prone must then succeed on
a second Fortitude save or be swept up
by the sphere and driven 1d8×10 feet
into the air, dropping 1d6 squares from
their original position in a random
direction and taking falling damage
as normal. If a window is within range,
the subject is automatically thrown in
that direction.

If some obstacle prevents the subject
creature from reaching its expelled
height, it takes 1d6 points of damage
for every 10 feet of movement it was
unable to complete, so that a creature
hurled 50 feet up in a room with a 20-
foot ceiling would take 3d6 points of
damage from the impact, then take 2d6
points of damage when it falls back to
the ground.

The sphere can affect a maximum
of one creature or object per round,
and winks out if it exceeds the spell’s
range.

Focus: A gray pearl worth at least
100 gp.