Harbald's Fiery Boomerang
(Evocation)

Range:  60 yards
Components:  S, M
Duration:  5 rounds + 1 round per two levels
Casting Time:  1
Area of Effect:  3-foot + 1 foot per 5 levels radius
Saving Throw:  Special

Upon casting this spell, the wizard causes a burning boomerang, of approximately 2 foot, to appear in his hand. This boomerang can be thrown on any target the spellcaster desires and explodes the moment it makes contact. If the target is missed the boomerang will return to the caster. Once the boomerang reaches the caster he can try to catch it.
The caster is immune to any fire damage the boomerang causes, but not to the explosion.
The caster can throw the boomerang over a range up to 60 yards (60 yards is long range; 40 yards is medium range; 20 yards is short range). Apply the appropriate to-hit penalties for the range.
The wizard is able to, mentally, guide the boomerang, for which the caster receives a +5 bonus on his attack roll. If the wizard is not proficient with the boomerang, the bonus will negate the penalty for not being proficient. The target must be in a line of sight.
If the caster uses the boomerang as a club, it will only do 1d6-2 damage and the caster will receive a -2 to-hit because the weapon simply is not designed to be used as a club.
The boomerang inflicts 1d6+1 points of damage when it hits the target. This damage is bludgeoning damage and not fire damage. If the wizard misses his target, but still hits the unmodified Armour Class of the opponent (the Armour Class without the protection from shield and armour), the opponent will only receive the fire damage and not the bludgeoning damage.
After the initial hit, the boomerang explodes in an outburst of fire, delivering another 1d6 fire damage per 3 levels of experience (up to a maximum of 5D6). The explosion fills an area of 3-foot radius which is enlarged by another 1 foot for each 5 levels of the caster. Combustible materials are set afire when they do not save. Creatures in the area of effect also receive a saving throw versus spell for half damage.
There is no saving throw, because, once hit by the boomerang, it is impossible to jump out of the area of effect of the explosion. Magic resistance will negate the fire damage (if successful checked) but not the bludgeoning damage. As long as the caster holds the boomerang in his hands, it will not explode. To catch the boomerang, the wizard must make a Dexterity check with a penalty of -2 or -3 if the boomerang was thrown on medium or long range. If the boomerang is caught, the wizard can throw it again and again, up to 5 rounds +1 round per two levels of experience (provided he catches the boomerang each time). He can only throw it once per round with a weapon speed of 4. The boomerang can only be caught if it didn't hit the target and returned to the wizard.
There is a chance that someone or something tries to intercept the boomerang. If this someone or something tries to intercept the boomerang, roll on the following table:

	D8 Roll	Result
	1	Interceptor becomes target and boomerang explodes: roll for damage.
	2-3	Boomerang bounces off the interceptor and falls 1d6 foot from the interceptor after which it explodes. Damage to everyone in the area of effect.
	4-5	Interceptor intercepts and the spell wears off. Boomerang vanishes.
	6-7	Interceptor misses the boomerang. Boomerang returns to the caster. Roll to catch.
	8	Interceptor manages to get the boomerang off course. The wizard must make a Dexterity check with a -4 penalty (cumulative to range modifier) to catch the boomerang.

If the wizard did not catch the boomerang, it will fly randomly through the area in which it was thrown for 1d4 rounds. The cater cannot mentally guide the boomerang any more. If the boomerang was thrown at short range, it flies through an area of 20 yards. Every creature (including the caster) should make a Dexterity check to avoid the boomerang. The boomerang has no target any more thus it will explode against the first object or creature it hits. So that object or creature becomes the target.
If the boomerang reaches the caster after a complete circle through the area, the caster cannot catch the boomerang any more, he now has to make a Dexterity check to avoid the boomerang, just like any other creature.
The material components are a bit of sulphur and a boomerang worth at least 50 gp.

