Darkray's Enhanced Daggers
(Alteration, Evocation)

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

With this spell the caster can turn ordinary daggers or knives or dirks into energy bolts. Each of them can then be thrown, to inflict 1d6 HP, plus one hit point per two levels. If not proficient in the dagger, he suffers the appropriate penalty. Strength bonuses do not apply to the damage roll but do apply in the attack roll. The substance of the weapon is consumed by the spell the round after the throw, regardless of success. The caster can turn into bolts a number of daggers equal to his level, up to ten. The casting time of the spell is three plus 1 for each dagger. The weapons can be made from wood, bone, obsidian or steel and after the casting are considered magical (no plusses) to determine what they can hit.
The caster touches all the weapons, one after the other. Thereafter, if they are thrown at a target, they are transformed into white energy balls. The weapons can be thrown by the caster or any who can put a hand on them, for a period of time equal to the caster's level in rounds. After this time, the weapons melt with a sudden emission of heat.
The casting of permanency or similar magics on the weapons, just after this spell, stabilizes the magic until they are thrown. Permanency can affect the whole result of an enhanced daggers spell.
The material components of the spell are the weapons themselves, which are consumed at the end of the spell's duration or when thrown.

