Publication:Dread Codex/New Spells/Dangerous Digits

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Dangerous Digits
Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 animated skeleton per caster level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

A skeleton enhanced by dangerous digits gains the ability to use its fingers as missile weapons. Each finger can only be used once. If the skeleton uses more than 3 fingers, it loses one of its claw attacks; if it uses more than 7, it has lost both claw attacks. A finger can be launched at an opponent (in a brilliant blue flash) within range and hits as a ranged touch attack. If a finger hits, it inflicts 1d6 points of piercing damage. Small skeletons do only 1d3 points of damage. Huge or Large skeletons do 1d8 points of piercing damage, and Colossal or Gargantuan skeletons deal 2d6 points of damage. Skeletons smaller than Small cannot be affected by this spell.



Back to Main Page3.5e Open Game ContentClass Ability ComponentsSpellsSorcerer/Wizard
Back to Main Page3.5e Open Game ContentDread CodexSpells

ComponentV + and S +
LevelSorcerer/Wizard 3 +
RangeOther +
SchoolNecromancy +
SummarySkeletons gain ability to use their fingers as missile weapons. +
TitleDangerous Digits +