Darkray's Blade of Light
(Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None

Upon casting this spell, the invoker must join his two hands in front of him, as if he was holding a two-handed sword. He then channels magical energy to form a four feet pole of blue-white light, which springs out of his grasped hands. He can use it silently and he is immune to its effects.
The pole can perform as a magical sword. The caster suffers penalties if not proficient in any sword. Damage is 1d6/1d8. The blade hits with a +3 bonus to attack and +n to damage, where n equals the number of experience levels beyond fifth. A 10th-level wizard, for example, hits large creatures for 1d8+5 HP plus any Strength bonuses he might have.
The blade cannot cut through solid metal or stone. It has the following abilities, at the caster's mental command:
•	Fear, once. All within 10 yards must save versus spell or flee for 1d4 rounds. The caster usually employs this as his first action with the blade.
•	Lightning bolt, once. A lightning bolt effect is created but, unlike the spell, the victim must make a Dexterity check to avoid it. Large, huge and gigantic creatures have a penalty of -2, -3, -5. Immobile targets make no check. The bolt inflicts 6d6 HP. The target can be at most 30yd away and in direct visual contact with the caster. The bolt cannot harm any other.
•	Swing, once. The caster can swing the blade and thus have a chance to hit every opponent in melee with him. A separate attack roll is required for each one. If fighting a single large creature, the caster can use swing to gain a second attack on it at that round.
•	Drain life, once. The caster must announce this before the attack. If he makes a successful roll and in addition to the damage inflicted, the victim is drained for a further 3d4 HP, gained by the caster.
•	Vorpal action, twice. The caster must announce this before making the attack roll. If he rolls a 17 or more, the blade acts as vorpal blade, slaying a humanoid, human sized, opponent. The two attacks need not be consecutive. On a larger creature this attack gives +2 to the attack and damage.
Undead take half damage from the blade and are not affected by drain life and fear effects. All special powers can be used simultaneously with a normal attack, except for lightning bolt.
The caster can combine the drain or vorpal attacks with the swing action. A vorpal action can only be used once during the whole spell if combined with swing. If the caster is hastened, he can double the number of his attacks but each special power lasts for a single attack.
The main disadvantage of this spell is that the wizard cannot cast spells that require somatic or material components, as the two hands are firmly grasped to each other. Another problem is that each time the caster uses a special power of the blade, he temporarily loses 1 HP, needed to feed the blade (a combined action needs 2 HP). This damage occurs at the end of the round and can be healed normally.
Because the caster cannot loose his hands and deform the blade, he gains the following benefit: if he is caught in a bear hug or similar attack from any creature, he gains a free attack with the blade at the time of the hug. Furthermore, if the attacker is in front of him, the caster can attack and succeed automatically, inflicting double damage every round. The wizard can still use any remaining special powers of the blade, except swing.
The spell ends if the wizard loses control of his hands (including charm, possession etc.), a successful dispel magic is cast upon him, if he casts a limited wish or similar magic or if he enters a dead magic area (for example, an anti-magic shell, a dispelling screen, etc.). Note that the caster cannot end the spell at will. He is free to cast it as if he were in a lower level than he actually is, though, with the appropriate THAC0, damage, etc.
The material component is a hair of the caster.

