Rain of Arrows (Spell)
- Level: Ranger 4, Sorcerer/Wizard 8
- School: Conjuration (creation)
- Casting Time: Standard Action
- Components: V, S, M (A quiver full of 20 arrows, worth 1 gp.)
- Range: Long (200 ft. + 20 ft./lvl)
- Target or Area: all creatures in target area (friend or foe) in a 35 foot radius, a 15 x 15 square area
- Duration: Instantaneous
- Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + 1/2 character level
- Spell Resistance: No
- You hold a quiver of arrows in your hand. You strike a clout archer's stance, the arrows in your back hand, your finger pointed skyward in the direction of the coming barrage. The whirring, shurring sounds of the non-words of this potent spell fly from your lips, sweat beads your face, your form trembles with unleashed might...and then... you let loose.
- A mere instant later, a cloud of magical arrows rain down on any and all creatures and objects in the indicated area in a sudden, slamming rush. Spell resistance is useless, armor is useless, only a saving throw as defined above can reduce the merciless rain of arrows to half damage.
- You must have line of sight to the intended area, and it must lay under at least enough open space for the area of effect to clear vertically (75 feet or higher ceilings, unless you are mad enough to increase the area with metamagic feats). The arrows deal (Circle 8 damage): 1d6+3 points of damage per character level (max 21d6+63 at character level 21) of spindling (physical, rare) damage to each creature in the area of effect. All unattended objects between size Tiny and Large suffer one point of Siege Damage, regardless of Sunder DC.
- The magically conjured arrows are huge, stylized things, easily four feet long, more sharp than dreams, barbed like nightmares. The instant after they slam home in deadly concert, they vanish, leaving behind only the injured and dead.