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).
Chance of disarming a trap, by the character's traps ability
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.

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In Citadel of Blood

Known in Citadel of Blood as Thief.

Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)

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