Lohocla's Deadly Bottle Rockets
(Evocation)

Range:  50 yards + 10 yards per level
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One 25-foot cube
Saving Throw:  None

This spell was created by Lohocla or at least commissioned by him. Lohocla wanted to give a gift back to those wizards who have supported him in the past. This spell is bizarre in that a person must be intoxicated to use it. Lohocla has a unique concept of magic and the best way to wield it. Yet, this may be a benefit because this eccentric spell allows the wizard to cast at low-level, a powerful and damaging (possibly dangerous) rockets at its opponents even though his current ability is poor because the intoxication.
The material components of this spell are a bottle of alcohol (any type) and a 1-foot long smooth stick that can fit into the bottle with one end sticking out.
An unusual spell indeed, this spell cannot be cast unless the caster is under the influence of alcohol (i.e. in a state of slight, moderate, or great intoxication). Of course, the wizard generally doesn't go adventuring while drunk, so this becomes a big hindrance if not useless. On the other hand, it can be a real benefit when the wizard goes to a place knowing full well that he will become intoxicated. Mainly, because there is no chance of spell failure for this spell (note that the chance of spell failure is still there for all other spells). This becomes very valuable because the wizard can get intoxicated, with all the problems it entails, and always have a memorised spell that will work (especially when greatly intoxicated when the chance of spell failure is 100%).
When the wizard casts the spell, he must take a swig of alcohol from the bottle, place the stick in the bottle, and then aim the bottle at its target which all takes place while saying the magical words.
Once the spell is cast, 2 sparkling rockets of magical energy per level fly out of the bottle with a ear piercing whistle to unerringly strike their targets with a dazzling display of colours (see below). This includes enemy creatures in a melee. The target creature must be seen must be seen otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a rocket to "strike the captain of the guard", unless he can single out the captain from the rest of the soldiers. Specific parts of a creature be singled out. Inanimate objects (locks and the like) cannot be damaged by the spell, and the rockets disperse with no effect.
Very fascinating, the damage a rocket does is dependent on the state of intoxication the wizard is in. If in a state of slight intoxication, each rocket will do 1d4+1 points of damage. If in a state of moderate intoxication, each rocket will do 1d8+1 points of damage. If in a state of great intoxication, each rocket will do 1d12+1 points of damage. This is possibly the only instance where being more intoxicated is a benefit in combat.
When a rocket hits a target, a spray (5?10?10 foot wedge) of vivid multiple colours spring forth from the impact spot. Usually, the colour splash is harmless but dazzling. There is a 1% chance per level of the caster that the colour slash will be harmful. If harmful, then from one to six creatures (1d6) within the area are affected in order of increasing distance from the target. All creatures above the level of the wizard and all those of sixth level or 6 Hit Dice or more are entitled to a saving throw versus spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the wizard's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the wizard are stunned (reeling and unable to think or act coherently) for one round.

