Magic Swarm
(Alteration)

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

Magic swarm is both a very potent, and a very unstable spell. With this spell, the wizard may bind up to three attack-type spells (those that cause any type of damage) together into one spell. The wizard begins the incantations of the magic swarm and then "loads" the spells to be bound into the swarm (this effectively casts the spells - the proper components are required, and the loaded spells fade from memory; magic swarm is the "target" for these spells). The wizard then finishes the binding process by continuing the incantations of the swarm. This entire process takes two turns plus the casting times of the spells to be bound.
When magic swarm is actually cast, the bound spells are released simultaneously (this has a casting time of 3). However, due the unpredictable nature of this spell, there is a chance that some of the bound spells may not function normally. At the time of casting, the DM rolls 1d3; the result is the number of spells that work properly - the remaining spells fizzle and are lost (the spells go off in the order they were bound, so it is important to keep track of the order).
Due to the extreme exertion required to cast this spell, the following penalties and stipulations are placed on its use:
•	Only one magic swarm may be memorised in any two-day period.
•	After magic swarm is cast (actually cast, not after binding), no further spell casting is possible for one turn (10 minutes).
•	After the spell is cast, the wizard temporarily loses 1d4 Constitution points; if this brings the wizard's Constitution score to zero or below, a system shock roll must be made; if this roll is failed, the wizard dies, otherwise he falls into a coma until his Constitution is restored to a positive value; it takes one hour of rest to restore one Constitution point lost in this manner.
•	If the magic swarm is not cast in one hour per level of the wizard, the wizard must make a saving throw versus spell; if this saving throw fails, the swarm will discharge will full effect, centred on the wizard (1d3 is still rolled to determine how many spells actually go off and how many fizzle); if the saving throw is successful, magic swarm simply fades from memory and is lost (along with all bound spells).
The material component for this spell is a bag of holding (which effectively "holds" the spells in the bound state). When the spell is cast, the bag is destroyed unless the wizard makes a successful saving throw versus spell at -2.

