Faerie Phantoms
(Illusion/Phantasm)
Level: 1
Range: 60 yds. + 10 yds./level
Duration: Special
Area of Effect: 1d6 phantoms per level
Components: V, S
Casting Time: 1 segment
Saving Throw: None

When a Faerie Phantoms spell is cast, the spell caster causes 1d6 illusionary faeries to come into being. The phantasmal faeries will behave as normal faeries and begin frolicking, dancing, fluttering and generally having a grand ol' time with out any concentration by the caster.

If the caster concentrates, he can generally have the faeries react in a desired way such as attacking a foe, walking with the caster, or putting on a play. The faeries themselves do no damage. But their successful attacks can be sufficient to disrupt the concentration of another spell caster. When a phantom faerie is struck by a melee or missile attack, magical or otherwise, it disappears but any other existing phantoms remain intact until struck. If the phantoms are not dispelled or struck, they will last for one turn per level of the caster.

Errata: A maximum of 16 phantoms may be created at one time.