Wolfjaws (Priest Spell)

This spell turns the priest's right hand into a pair of powerful wolflike jaws in memory of the way that Tyr lost his right hand to the monstrous wolf-like being Kezef the Chaos Hound. These jaws deal 2d4 points of damage to all opponents the priest successfully attacks with them. The spell allows the caster to strike with the jaws twice per round and to gain a +1 bonus on all attack rolls with the jaws or another weapon while the spell is in effect. A Wolfjaws spell vanishes if its caster attempts any other spellcasting, but a priest can wield a weapon or trigger a magical item in his or her left hand and use a Wolfjaws, thus gaining multiple attacks normally denied to him or her without affecting the spell in any way.
The caster can end a Wolfjaws instantly at will. When the spell ends early in this manner, the caster can also spell remove the damage dealt by the last bite of the Wolfjaws, an ability that the priest can use to bargain with a wounded foe or to correct cases where an ally has mistakenly been attacked by the priest. While Wolfjaws is in effect, it provides its caster with complete immunity to all hostile magical or psionic shape change and hold effects.
The material component for this spell is a bit of wolf fur or a tooth from any type of mammal.
Notes: Granted by the Tyr the Just God of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells