Dwimmerwisp

School Transmutation
Tier Sorcerer/Wizard (Variable, 5-9), Bard ?, Magus ?, Witch ?
CASTING
Casting Time 1 Round
Components V,S
EFFECT
Range Close (25ft. + 5ft./2 levels)
Effect One summoned creature
Duration 1 round/level
Saving Throw None; Spell Resistance No
DESCRIPTION
Dwimmerwisp transforms one harmful spell with an area of effect into a Tiny wisp that fires bolts imbued with that spell's energy. The needed spell is integrated into the casting of Dwimmerwisp, which makes that spell's effective level four levels higher, and if an adjacent ally acts the same round as you, they can cast and contribute the needed spell and act normally the rest of their turn.
Dwimmerwisp can utilize any harmful spell with an area of effect and fire it as a bolt that affects one enemy. The wisp hovers in the air, moving with the caster, but the caster must spend a move action to order the wisp to attack since it is unintelligent. The wisp's base attack bonus is equal to the caster's, but it uses its own Dexterity bonus and size modifier to determine accuracy. Its attack deals a base of 1d8 Force damage (affected by Spell Resistance), and the chosen spell's effect is added on as though the targeted creature were caught in the base spell's area of effect, with the base spell's saves and susceptibility to Spell Resistance applying normally. The DC of the added spell effect is determined by its level as adjusted by the Dwimmerwisp spell (so a Fireball would count as a level 7 spell), and it uses the caster's prime casting stat modifier. However, the modified spell's damage and effects are determined by the caster level your class would need to originally cast the modified spell (a wizard must be level 5 to first cast Fireball, so it adds 5d6 fire damage).
A Dwimmerwisp can be attacked or harmed, and can be affected by effects similar to Dispel Magic. It has the same immunities as a Construct, however. The progression of the spell's affects are as follows: