Decastave
(Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round + 1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None

By means of a piece of wood and the gestures and phrases of casting, a magic-user can create a temporary "ten-foot pole" of force with this spell. The material component is instantly consumed, and from the caster's forefinger a two-inch radius, ten-foot long, faintly glowing beam of force springs into being. It moves as the finger is pointed, and lasts as long as the caster wills (or until the spell expires, whichever occurs first),or until the spellcaster casts another spell. The pole cannot be cut - any metal which passes through it will cause it to harmlessly wink out of existence - or bent, but will support any weight. It also cannot be shortened; if it strikes an obstacle, the caster must move it, or the obstacle, or will it out of existence, to proceed. It cannot be removed from the end of the caster's finger, although the caster (and other creatures) can grasp it.
The staff can be used as a weapon, for 1d6 damage, by sweeping it from side to side, or jabbing it forwards, by movements of the caster's guiding finger. Normal to-hit rolls apply; it is considered a magical weapon with no plusses. Note that no shock or blow felt by the magical staff is felt by the finger. A creature grasping the staff must exert a total of 18 Strength to hamper its movements. Once only, if the caster wishes, a decastave can be used to rob a target of 1d4 HP and transfer them to the wielder of the staff. The target must be touched by the end of the staff (to-hit roll required) and the caster must will the staff to drain energy. It will vanish in a pulse of force, draining 1d4 HP (no saving throw) and transferring them instantly to the caster. If the caster is uninjured, excess hit points are lost after 1 turn. Any damage incurred by the caster during that time is first taken from these phantom hit points; if the caster is at less than full hit points at the end of the turn and phantom hit points remain, all remaining points are absorbed at that time as healing, any excess being lost. The excess hit points can never be transferred to any other creature. Such phantom hit points do not confer any higher-level or hit-dice saving throw bonuses on the caster.

