Consider me one who enjoys chaos, but it would have been great to have you two roll attack and defense to see if the arrows hit.<br/><br/>I also just designed a 6th level spell for my kobold wizard that I want to use in Pathfinder this evening: Summon Siege Engine.<br/><br/>Summon Siege Engine<br/>School: Conjuration, (summoning)<br/>Level: Sorcerer/Wizard 6<br/><br/>Casting Time: 1 Round<br/>Components: V, S, F (Piece of iron and a candle)<br/>Range: Close(25ft + 5ft/2 levels)<br/>Effect: One summoned siege engine<br/>Duration: 1 round/level (D)<br/>Saving Throw: None<br/>Spell Resistance: None<br/><br/>Description:<br/>This spell summons a single siege engine. The siege engine operates as if it were crewed by a number of medium creatures equal to 1 for every 4 caster levels of the spell. The number of available crew members can be reduced to add different effects to the siege engine. For every crew member given up, the siege engine can have an additional ammunition type it can fire other than standard, or the siege engine can have add +1 to its magic weapon bonus. For example, a light ballista summoned by a 12th level caster has a pool of up to 3 crew members. Since a light ballista only requires 1 crew member, this can be a +2 magic light ballista, a +1 magic light ballista that can fire standard or entangling bolts, or a normal light ballista with standard bolts and two special ammunition types. The siege engine otherwise operates as normal with standard hit points, movement speed, aiming time, and loading time for a siege engine of its type and magic bonus. At 15th level, treat the siege engine as if it were manned by  a crew with the master siege engineer feat. The type of ammunition loaded into the siege engine must be decided at the beginning of a loading cycle, not when fired. A siege engine can only be fully crewed by this spell, for instance, a Firewyrm cannot be summoned with less than 5 crew.