Level: Wiz or Pr 2
Range: 100 yards
Components: V, S
Duration: 1 turn
Casting Time: 2
Area of Effect: 1 missile/3 levels of the caster, up to a maximum of five
Saving Throw: None
The seeking spell takes the normal laws of momentum and gravity, and then twists them slightly
in a way that is favorable to the caster of the spell.
The caster can ensorcel a number of normal, nonenchanted missiles no larger than a javelin,
equal to one-third his level, to a maximum of five missiles. When they have been enchanted, the
caster may either use them or distribute them to his or her companions.
When shot or hurled at a target, the missiles unerringly seek the target. They will hit nothing
else but that target. The missiles can go around objects of corners if the target was visible when
the spell was cast, but the missiles cannot pass through solid obstructions. For example, if the
target closes a door, the missiles slam into the door and cannot be removed until the spell wears
The normal range can be extended to the distance of the target creature as long as the
opponent uses only ordinary methods of escape. If the target plane shifts, teleports, blinks, or
uses some other means of instantaneous transport, the missile can no longer home in on its
target. It falls to the ground, useless.
This spell is not an automatic guarantee of success. Rather, it ensures that archers and slingers,
when firing into melee, will not accidentally hit those who are on their side. This spell is
especially useful for battles or shots in narrow corridors. If the person firing the arrow or bullet
can see the target, he can fire for normal damage without fear of damaging comrades