Dancing Lights II
(Evocation)

Range:  Special
Components:  S
Duration:  1 day
Casting Time:  1
Area of Effect:  One globe per level
Saving Throw:  None

This spell creates up to one globe of light per level of experience of the caster. Each globe may be controlled separately and individually, and can float, bob, and otherwise behave rather like the lights from the 1st-level wizard spell dancing lights. The globes must either remain in sight of the caster or stay within a 30-foot per level radius lest they instantly vanish. They can move as fast as 200 feet per round.
The globes may be given a variety of simple commands by the caster. These commands may be individual (eg.: "globe 6 stop there in the centre of the intersection") or global (eg.: "all globes spin around the head of that figure"). The globes are not intelligent, hence cannot be given commands that require more discernment than a magic mouth could handle.
The globes are 1 foot in diameter and can be varied in colour (any) and brightness (anywhere from a guttering candle to a light spell for each globe).
This spell has several major uses:
•	An improved, more eerie version of the 1st-level spell.
•	To provide portable illumination. The lights can brighten things on ledges, in rooms, in pits, etc., without risking any party member's health. Since each globe can be the equivalent of a light spell, this illumination can be quite significant.
•	To try to distract opponents in long range combat. Folks in melee usually dodge, jump, and otherwise dance about too much for this spell to affect them. Archers and spellcasters, on the other hand, need to be still and concentrate in order to be effective. For every three globes spinning or flashing around the eyes of a single archer, missile attacks are made at a -1 penalty to-hit. For example, if Zarg tries to shoot his crossbow while 8 globes whirl and oscillate around his head, he will get a -2 penalty to-hit. Spellcasters must make a Wisdom check at a -5 bonus to the roll in order to keep their concentration & avoid botching the spell. For every globe after the first, the caster gets a +1 penalty to the Wisdom check. For instance, Abulator is trying to disintegrate Malithe while 4 globes spin in front of his eyes. Thus, he must make a Wisdom check at a -2 bonus to the roll or his spell fails.
The globes may be destroyed in two ways. A successful dispel magic cancels every globe in its area of effect. The alternative is to destroy the globes physically. They may be hit by magical, silver, or iron weapons (but not steel or wooden ones), have AC 0, and can take as many points of damage as the caster has levels of experience. Damage from spells will also harm the globes, though they are immune to fire and electrical damage of any sort.

