
Skeletal
Hands
Necromancy
Level: Sor/Wiz
2
Components: V, S, M
Casting Time: 1 round
Range:
Close
Effect: creates ghostly, manipulative hands
Duration: 10
minutes +1 minutes/level
Saving Throw: No
Spell Resistance:
No
By casting this spell, you animate a pair of skeletal hands that
levitate in midair and move as directed by you, using verbal commands and
somatic gestures to guide them within an area no greater than 10 feet + 10
feet/3 caster levels. The hands can perform only simple grasping, lifting,
and carrying activities. They cannot perform complex movements that
require great dexterity, such as picking locks. They can, however, open
unlocked doors and chests, or turn pages in a spell book. The hands can
also make two clawing attacks per round, each attack directed against a
different target. They attack at the same level as you do, and each
inflicts 1–3 hp damage on a successful hit. The hands may be physically
attacked in turn (each hand has AC 15, hp 4, and MV 15) and may move
anywhere within their range.
The hands can carry up to 5 pounds
each; together, they can carry an object of up to 20 pounds. The hands may
wield weapons within these weight limits. When using weapons, the skeletal
hands at-tack with a bonus half your level and with the –4 penalty for
non-proficiency. Hand-held melee weapons do half their normal damage
(round up fractions), because the hands cannot generate the proper forces
that the weapons need in order to inflict nor-mal damage. The hands may
fire an already loaded crossbow and inflict normal damage, because the
crossbow provides the necessary force to propel the bolt. All other
missile weapons have their ranges reduced to one quarter and inflict their
normal dam-age (round up fractions).
The material components are
the complete, skeletal hands of any human, demihuman, or humanoid. These
hand bones may be reused in multiple castings of the spell, providing the
hands have not been damaged or destroyed in combat.
Magic in Inzeladun | Spells of Inzeladun, conversions and originals
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