Sunday, January 2, 2011

Campaign Design - Spells: Razor Claws

Razor Claws (from Gods)

Level: Druid/Spirit Shaman 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Self
Duration: 2 rounds per caster level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Razor claws causes the caster's fingernails to transform into long, sharp claws. The claws are effective weapons, but they make it difficult for the caster to use their hands for actions other than attacks. During the spell's duration a Medium-size caster may attack with the claws as if armed with a weapon, causing 1d6 points of damage per attack. The caster attacks with their normal attack bonus, and may make an additional off-hand attack at a penalty of -5 to the caster's highest attack bonus. The caster may only make this additional off-hand attack as part of a full attack action.

Larger or smaller casters gain a proportionately larger or smaller claw attack when using this spell (see the Monster Manual, page 291).

The claws interfere with any actions that require precise dexterity including Disable Device, Forgery, Heal, Open Lock, Sleight of Hand, and Use Rope. When using these skills during the duration of this spell, the caster suffers a -4 circumstance penalty.

Home     Three Worlds     Spell List

No comments:

Post a Comment