Spell
Gentle Fingers
- Type
- Any-time spells
- Cost (wounds)
- 1
- Effect
- +3 to the "traps" skill for one attempt.
Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.
How it plays
Gentle Fingers raises the traps ability by 3 for one disarm attempt: a character with traps 1 goes from one chance in six to four in six. It is useless for a character with no traps ability at all. Cast it just before opening a trapped door or chest, especially the chests that hold J, K and L treasure.
- Costs 1 wound of the caster's own strength, and the spell can't be cast if that would kill the caster.
- Can be cast at any point in play, though a few spells only help in one situation (rule 10.6).
| Traps ability | 1 | 2 | 3 |
|---|---|---|---|
| Without the spell | 17% | 33% | 50% |
| With the spell | 67% | 83% | 100% |
Figures come straight from the rulebook tables and rules, before any magic items or bonuses.
In Citadel of Blood
Known in Citadel of Blood as Thief.
Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)