Skeletal Hands (AD&D 2E): Difference between revisions

From TTRPG Vault Wiki
(Created page with "{{Infobox Spell2E | Name = Skeletal Hands | DnDClass = Wizard | Level = 2 | LevelName = 2nd Level Spell | School = Necromancy, Evocation | Range = 10 feet + 10 feet/3 levels | Save = None | Duration = 1 turn + 5 rounds/level | Components = V, S, M | AoE = Special | CastingTime = 1 round | SubField = | SourceShort = TSR2151 | SourceLong = TSR2151 - DMGR7 - The Complete Book of Necromancers...")
 
No edit summary
Line 17: Line 17:
| Spell2E      = Yes
| Spell2E      = Yes
| First Letter  = S
| First Letter  = S
| SpellDescription =  
| SpellDescription = By casting this spell, a wizard animates a pair of skeletal hands that levitate in mid air and move as directed by the caster, who uses verbal commands and somatic gestures to guide them. 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 using the wizard's table at the same level as the spellcaster, and each inflicts 1-3 hp damage on a successful hit. The hands may be physically attacked in turn (each hand has AC 5, hp 4, and MV 6) 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 attack on the wizard's combat table, with a level half that of the spellcaster and with applicable penalties for nonproficiency. Handheld 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 normal 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 damage (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.
}}
}}
[[Category:Page Needs Extra Detail]]
[[Category:Page Needs Extra Detail]]

Revision as of 02:09, 1 June 2024

Skeletal Hands
2nd Level Spell, Necromancy, Evocation
 Range: 10 feet + 10 feet/3 levels
 Duration: 1 turn + 5 rounds/level
 Area of Effect: Special
 Components: V, S, M
 Casting Time: 1 round
 Saving Throw: None
Description: By casting this spell, a wizard animates a pair of skeletal hands that levitate in mid air and move as directed by the caster, who uses verbal commands and somatic gestures to guide them. 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 using the wizard's table at the same level as the spellcaster, and each inflicts 1-3 hp damage on a successful hit. The hands may be physically attacked in turn (each hand has AC 5, hp 4, and MV 6) 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 attack on the wizard's combat table, with a level half that of the spellcaster and with applicable penalties for nonproficiency. Handheld 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 normal 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 damage (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.

Source: TSR2151 - DMGR7 - The Complete Book of Necromancers, Page 51
 Skeletal Hands
 2nd Level Spell
 Necromancy, Evocation
 10 feet + 10 feet/3 levels
 1 turn + 5 rounds/level
 Special
 V, S, M
 1 round
 None
 By casting this spell, a wizard animates a pair of skeletal hands that levitate in mid air and move as directed by the caster, who uses verbal commands and somatic gestures to guide them. 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 using the wizard's table at the same level as the spellcaster, and each inflicts 1-3 hp damage on a successful hit. The hands may be physically attacked in turn (each hand has AC 5, hp 4, and MV 6) 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 attack on the wizard's combat table, with a level half that of the spellcaster and with applicable penalties for nonproficiency. Handheld 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 normal 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 damage (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.Property "Has description" (as page type) with input value "By casting this spell, a wizard animates a pair of skeletal hands that levitate in mid air and move as directed by the caster, who uses verbal commands and somatic gestures to guide them. 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 using the wizard's table at the same level as the spellcaster, and each inflicts 1-3 hp damage on a successful hit. The hands may be physically attacked in turn (each hand has AC 5, hp 4, and MV 6) and may move anywhere within their range.</br></br>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 attack on the wizard's combat table, with a level half that of the spellcaster and with applicable penalties for nonproficiency. Handheld 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 normal 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 damage (round up fractions).</br></br>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." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.

 TSR2151
 Wizard
 2
 
 [[Has sphere:{{{Sphere}}}]]
 S
 Yes
 true