‘So this is how we get off of that weird island,’ Valance said as he flapped his leathery, bat-like wings.
‘It was the only spell I had, and luckily I had it on a scroll as well, to slow our pursuers down a bit,’ Chalk replied as he glided beside the priest of the Spider god.
‘It is better than by boat, I suppose, especially since they sank our boat,’ Koram added as he swooped by.
‘This will take some getting used to, but it is better than having tentacles for legs, like those we left behind,’ said Navnen as he careened through the air.
‘I think the trick is to find a safe spot to land and dispel this so we aren’t attacked as mutants,’ Chalk shouted into the breeze.
The others nodded and looked for another destination as the howling creatures below them crawled slowly with torches and weapons held high, but slowed by the tentacles that replaced their legs.
Alter Limb (Magic-User)
Range: Self/Touch or 20′.
Duration: One day per level of caster.
When cast the wizard can alter any and all limbs on up to 3HD worth of creatures for ill or for good. Strength may be increased or decreased by up to 4 points either way and movement may be doubled or slowed to a crawl, Any combination is possible, yet must be consistent per casting (all gain beneficial or detrimental limbs). Limbs with special attacks, like pincers, will deal 1d4 points of damage and flight is possible to a maximum speed of 150′ (50′). This spell can cause bizarre and disturbing changes and only affects living creatures, not undead or constructs. After the spell lapses creatures revert to normal or if dispelled early.