
Spell
Hydra Hands
This formidable transmutation spell grants the caster the ability to rapidly sprout additional limbs, manifesting up to eight powerful arms in place of their original two. Each conjured appendage moves with supernatural speed and precision, capable of wielding devastating torrents of brilliant blue-white flame that burns with an intensity rivaling the mythical hydra itself. The spell possesses a dangerous regenerative property—should any of the manifested limbs be severed, another will swiftly grow back in its place, making the caster increasingly difficult to disable. Ancient chronicles speak of a legendary mage who invoked this spell and cut down a thousand foes before its effects waned, only to discover that the prolonged casting had left them grotesquely altered, their body a mass of severed stumps where countless limbs once thrived. The spell's corrupting nature leaves permanent marks on those foolish enough to abuse it; practitioners who have cast it multiple times typically bear obvious scars in the form of missing fingers, hands, or entire limbs. While the spell's raw power is undeniable, the severe physical toll it exacts makes it a peril
Open in Summon WorldsDetails
- School
- Transmutation
- Level
- 5
- Duration
- 1 minute
- Range
- Self
- Area of effect
- None
- Ritual
- No
- Concentration
- Yes
Components
Verbal
Incantation to summon the hydra's essence
Somatic
Complex gestures to manifest the arms
Material
A drop of dragon's blood
Effects
Effects
The caster sprouts up to eight additional arms that can each shoot a torrent of blue-white flame, dealing 4d10 fire damage on a hit. If any arm is severed, it regenerates immediately. However, after the spell ends, the caster suffers a permanent physical toll, potentially losing fingers or limbs.