Flying Fingernails (Spell)

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Level: Sorcerer/Wizard 8
School: Transmutation


Casting Time: Standard Action
Components: V, S, M (Paints and unguents, applied to the caster's fingernails, worth 1 gp.)


Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: one target creature, plus one per 20 character levels (drop fractions; max 2 at level 20), creatures you choose to target with your ray attack(s), all of whom must be within 30 feet of each other
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: No


You cast this spell as you apply colorful lacquer to one or more of your own fingernails, the steady drone of your rapid words pitching higher and faster until, at the culmination of your working, you flick your freshly-decorated digits dismissively towards your target(s).
With a gory spray, one or more of your freshly painted nails rips free of your hand and darts forth as a deadly ray attack, the tiny missiles spinning with a whipcrack of sound. If your ranged touch attack succeeds, the struck creature(s) suffer (Circle 8 damage): 1d6+3 points of damage per character level (max 21d6+63 at character level 21) of drilling (physical, uncommon) damage, as the spinning bits of your keratagenous tissue tear insanely huge holes in your victims.
The transmutation makes this process mostly painless for the caster, and your bleeding fingertips are no impediment to any further action. Note that (although it is unlikely to come up often), technically you can only send forth ten such missiles in any given encounter, unless you are willing to give up your shoes to get more "ammo", and having the Maimed condition (or worse) may cost you some valuable fingernail ammunition. Such matters are left to the GM's discretion. In general, at the end of each encounter, your nails affected by this spell regrow, ready for your next battle.