Roteley's Wildbolt
(Evocation, Wild Magic)

Range:  60 feet + 10 feet per level
Components:  V, S
Duration:  Instantaneous
Casting Time:  2
Area of Effect:  Special
Saving Throw:  Special

This powerful spell can inflict a great deal of damage, but it harms the wizard in the process. With this spell, the wizard himself becomes a channel for a bolt of raw, destructive energy. The wizard, however, becomes greatly damaged by this channelling; the more powerful the bolt, the more damage the wizard takes. When this spell is cast, the wild wizard takes 1d3 points of damage per level he posses, plus an optional 1 HP per level (the caster need not use all the optional damage). For each point of damage the wizard takes, the bolt does 1d4 in damage to the target. For example, a 10th-level wizard with 38 HP uses a bolt with an additional 7 points of damage (he is guaranteed at least one hit point left). The wizard rolls 10d3+7, and gets a total of 29. The wizard takes 29 points of damage, and the target takes 29d4 in damage. Note that there is no saving throw for the wizard or target to reduce damage. The wizard can cast this spell as if at a lower level in order to reduce damage taken. Certain spells will offer some protection against the bolt (for the target only): shield: absorbs one dice damage per round duration left, rounded up, shield duration reduced appropriately; minor globe of invulnerability: as above, one round per 3 dice damage; globe of invulnerability: as above, one round per 5 dice damage; brooch of shielding: one charge per two dice damage absorbed.
Spells or prefixes (White Wolf Magazine) which augment damage affect the damage the caster takes; the target, however, only takes 1d2 points in damage for each augmented point the caster takes. For example, if the caster above could do an extra point of damage per die from another spell affect, he would take 39 points of damage, knocking him unconscious, doing 29d4+10d2 in damage, raising the average damage from 73 to 88 HP, probably at the cost of his life.
The damage incurred from a wildbolt, for both the caster and target, can be healed normally.

