**Dark Guardian**
Necromancy [Force]
Level: Sor/Wiz 3, Clr 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 6 minutes plus 1 min./level (D)
Dark Guardian causes grave dirt or pyre ash to coalesce into the form of a medium-sized armored human, appearing very much like a ghostly knight in black armor.  You may adjust the appearance of the spell at will, but fine detail is not possible.  The dark guardian is largely transparent, and does not allow a place of shadow for the hide skill, or concealment of any type.  The dark guardian hovers in front of you and negates magic missile attacks directed at you. The dark guardian also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The dark guardian has no armor check penalty or arcane spell failure chance.  You can use the dark guardian spell for cover as if using a normal tower shield. Further, the dark guardian spell grants you a +4 circumstance bonus to Fortitude checks to negate energy drain and negative levels, but only against those attacks received while under the protection of the dark guardian.
Arcane Material Component
A handful of dirt from a grave, or ash from a pyre.
**Darts**
Conjuration (Creation) 
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Missile per level (maximum of ten missiles)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates one dart per caster level, up to a maximum of ten missiles. You can fire these missiles at a single target or spread them out over multiple targets in any direction, within range.  Further, you can ‘hold’ darts for the following round(s) if you wish; though at least two darts must be used each round, or all further darts are lost.  You must succeed on a standard, ranged attack for each dart to hit your target’s full armor class using your highest base attack bonus with dexterity adjustment applying to each.  This is unlike the ray of frost spell and others of that ilk, which require only a ranged touch attack to succeed. The darts deal 1d4 points of damage each (critical hit 20 / x2).  The darts disappear on the following round.
**Dartspray**
Conjuration (Creation) 
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One Missile (Dart) per level (10 max)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates one dart per level, to a maximum of fifteen darts, which you can fire at a single target.  You must succeed on a standard, ranged attack for each dart to hit your target’s full armor class using your highest base attack bonus with dexterity adjustment applying to each.  This is unlike the ray of frost spell and others of that ilk, which require only a ranged touch attack to succeed. The darts deal 1d6 points of damage each (critical hit 19-20 / x2).  The darts disappear on the following round.