Flesh-ualIqe MinxaerIqe
(Necromancy)
Level: 7
Range: 0
Components: V, S, M
Duration: ½ hour/level
Casting Time: 1
Area of Effect: The casters arm
Saving Throw: None
This spell allows the caster to transform his arm into a mass of tuberous filaments, each of a length of 10 and able to stretch up to 40 long, and numbering one for every level he has achieved; with each flesh-ual functioning as both a normal arm in what it can accomplish with its length and manual dexterity, and it causes damage and all of the effects of a bite attack equivalent to that of the caster, including class and level or Hit Die. For example, vampires employing this spell could also siphon blood from their victims at an enormous rate given the chance, a quarter the normal amount per flesh-ual tentacle.
Otherwise, these tentacles that form the tuberous arm can be made to transform back into a normal limb and/or appendage of the caster. This change of state takes only seconds; although the caster may only accomplish a single change from normal arm to flesh-uals or vice versa in any given round. Thus the caster cannot have his limb mutate into attack tentacles, then back into a normal limb, as only one such change can be accomplished in one round. Also as a side effect of having to manage such a number of extra appendages, the caster is restricted from using any spells that require somatic components while the tentacles are in use. When actively using the flesh-uals, the caster cannot do any action other than moving.
In addition, the caster can only accomplish and execute as many separate attacks/tasks with these tentacles as he has an equal number of points of Dexterity and Intelligence (an archmage with a Dex of 12 and an 18 Intelligence would still be limited to doing 12 different actions in a round), as he must be able to think and react as one to successfully maneuver the long and numerous appendages. Yet, the caster can overcome this limitation by simply allotting more tentacles to single tasks, like having multiple tentacles attack in groups, entangle in groups, etc.
Thus, when attacking, the flesh-uals can either be employed to cause damage, or entangle and entrap the foes of the caster. In either case they attack with a THAC0 equal to that of the caster with a 5 penalty; although when used in groups the tentacles gain an additional +1 to hit for every flesh-ual used in the attack beyond the first. These flesh-uals cause damage equal to the creatures bite, as seen for the class and level of the minxaerIqe caster, or other damage based on such race, class, or level distinctions if the caster is of another race. In this respect humans and others without proper bite attacks only have a damage potential of one point. Also, no bonus to damage is gained for having a high Strength, as there are too many tentacles to retain such a singular forcefulness, yet Strength gained penalties still apply.
In lieu of damage, the flesh-uals can instead be used to entangle and/or entrap the foes of the caster. The caster can so entangle multiple targets according to how many flesh-uals are left or are available for use. Note, however, that the caster may either attack with the intent to damage, or attempt to entangle, but not both, as the strain to accomplish too many tasks are still beyond all but the divine.
The number of tentacles that must be used to entrap a creature of small size is 2, medium creatures needing 6 tentacles, 8 for large creatures, 12 for huge beings, and finally a web of 16 to secure a gargantuan creature. Any being is entitled to a saving throw vs. breath weapon with a penalty equal to the Armor Class bonus gained by the caster for having a high Dexterity, if any (as this quickness grants him the ability to better secure the creature before it can escape). Furthermore, for every additional flesh-ual that is used to secure the being above the minimum requirements formerly listed, the target creature gets a -1 penalty to its save to escape.
Once entrapped the creature is helpless, unless it can escape or do any other actions that do not require the use of its limbs. The caster may even cover the face of the being, preventing its breathing or vision. While trapped a creature may also be attacked with any or all tentacles, as even though they would be securing the creature(s), the tentacles are still long enough to reach around and harm them at the same time.
The material components of the flesh-ualIqe spell are the arm of the caster and a tentacle of an illithid or other extremely powerful creature that bears tentacles.
Notes: Restricted to the minxaerIqe; rare spell.