← All spells
WizardLv. 2

Claws of Darkness

Casting this spell causes the caster's hands and forearms to change shape, elongating into featureless claws of inky blackness. This process takes 1 full round. The claws radiate a slight chill and appear to twist and warp. The use of this spell causes some discomfort to the caster. The bitter cold experienced in the first round may cause the caster to shriek with pain, although no damage is inflicted.

While using a claws of darkness spell, the caster cannot carry items in his or her hand nor cast spells that require somatic components; however, the caster may dispel the effect at will. Magical rings worn on the caster's fingers at the time the spell is cast are temporarily absorbed and cease to function for the spell's duration.

The caster can make 2 melee attacks per round; a successful hit from a daw inflicts 1d4 points of cold damage. Upon a successful attack, the caster can choose to grip the victim, causing 1d4 points of damage per round (2d4 if both claws strike) and slowing the target for as long as the caster maintains the grip. The grip can be broken with a successful Strength check by the victim.

Upon silent command, the caster can will the clawed hands to elongate further, up to 6 feet. The hands can then reach through the narrowest of openings in pursuit of a foe. There is rumored to be a more powerful version of this spell, developed by the infamous Evard, called Evard's shadow hand.

Sources: Dragon Magazine

Open on AD&D 2e wiki →