Lahm’s Finger Darts Spell | Corrupt Magic
A corrupt transmutation that turns the caster’s own fingers into unerring missiles, trading flesh, strength, and human dignity for the certainty of harm.

Overview
Lahm’s Finger Darts is a spell of deliberate self-mutilation. The caster does not summon a missile, shape force, conjure bone, or call a spirit to strike. She gives up part of her own hand. A finger stiffens, darkens, tears free, and becomes a dart of corrupted flesh that flies toward a chosen victim.
That cost is the spell’s identity.
At the table, Lahm’s Finger Darts should never feel like a clean ranged debuff with unpleasant flavour text. It is a corrupt act: useful, precise, intimate, and ugly. The caster pays first. The victim suffers second. Anyone watching understands that the caster has crossed a line that ordinary battle magic does not require.
This spell works best as villain magic, cult magic, infernal bargain magic, or desperate magic used by someone already sliding into corruption. It cripples grace, grip, balance, aim, speed, and coordination. It is most frightening when used against people whose lives depend on their hands: duelists, archers, thieves, scribes, musicians, surgeons, climbers, and spellcasters.
Quick Rules Reference
- Spell role: Corrupt precision debuff.
- Core effect: The caster sacrifices one or more fingers to fire unerring darts at chosen creatures.
- Best targets: Duelists, archers, thieves, monks, skirmishers, lightly armoured warriors, flying creatures, and Dexterity-reliant opponents.
- Core cost: One lost finger per dart, plus a corrupt physical penalty.
- Major limits: Requires true fingers; cannot damage objects; cannot bypass total cover, sealed barriers, or blocked line of effect.
- Best use in play: Villain signature spell, corrupt rite, desperate bargain, cult assassination, or body-horror consequence scene.
- Table warning: Missing fingers should matter after the spell. They affect tools, weapons, gestures, climbing, writing, recognition, and social consequence.
Mechanics
Lahm’s Finger Darts 5.5e / 2024
Lahm’s Finger Darts, Pathfinder / 3.5e
Lahm’s Finger Darts 3.0e
Lahm’s Finger Darts 5.5e / 2024
2nd-Level Transmutation
Casting Time: Action
Range: 120 feet
Components: V, S, Corrupt
Duration: Instantaneous
Available To: Warlock, Wizard, Cleric of a vile domain, or another spellcaster using corrupt magic rules
Alternative Spell Name: Severing Darts of Lahm
Spell Effect
You transform one of your own fingers into a hardened dart of corrupted flesh and fire it at a creature you can see within range. The dart strikes with unnatural certainty, curving around ordinary battlefield movement and minor obstruction.
Make no attack roll. The target must make a Constitution saving throw against your spell save DC.
On a failed save, the target is Crippled until the end of your next turn.
While Crippled this way, the target suffers all of the following effects:
- Its Speed is reduced by 10 feet.
- It has Disadvantage on Dexterity checks and Dexterity saving throws.
- The next attack roll made against it before the condition ends has Advantage.
On a successful save, the target suffers no effect. The dart is still spent, and you still pay the corrupt cost.
Additional Darts
When you cast this spell, you may create more than one dart if your character level is high enough.
- 1st–4th level: 1 dart
- 5th–8th level: 2 darts
- 9th–12th level: 3 darts
- 13th–16th level: 4 darts
- 17th level or higher: 5 darts
You may create fewer darts than your maximum. You pay the corrupt cost only for darts actually created.
Each dart requires one available finger. You cannot create a dart from a missing finger.
A single dart can target only one creature. Multiple darts may strike the same creature, or you may divide them among several creatures. If you target more than one creature, no two targets may be more than 15 feet apart.
You must choose all targets before any saving throws are rolled.
Multiple Darts Against One Creature
If one creature is struck by two or more darts from the same casting and fails at least two saving throws, it is also Hampered for 1 minute.
While Hampered, the creature cannot take the Dash action, and it cannot make Opportunity Attacks or other Reactions that depend on sudden physical movement.
If the Hampered creature is flying and cannot hover, it must land at the end of its next turn or fall.
A Hampered creature repeats the Constitution saving throw at the end of each of its turns, ending the Hampered effect on itself on a success.
Corrupt Cost
For each dart you create, you suffer both of the following effects:
- You lose one finger.
- You gain one level of Corrupt Exhaustion.
Corrupt Exhaustion uses the normal Exhaustion rules, but it cannot be removed by ordinary rest, food, water, or mundane medical care. It can be removed only by magic capable of cleansing severe bodily corruption, such as Greater Restoration, Regenerate, or a comparable campaign-specific rite.
When one level of Corrupt Exhaustion from this spell is removed, one finger lost to this spell regrows.
The cost is paid when the spell is cast, not when the target fails its saving throw. If the target succeeds on the saving throw, resists the spell, benefits from magical defence, or proves invalid after casting, the finger is still lost and the Corrupt Exhaustion is still gained.
Missing Fingers and Useless Hands
A caster must have enough fingers available to create the darts. You cannot create more darts than you have qualifying fingers.
A hand with one or no fingers is useless for normal adventuring purposes.
A useless hand cannot:
- Wield a weapon.
- Hold a shield.
- Use a wand, rod, staff, or similar implement.
- Perform somatic components.
- Use thieves’ tools, artisan’s tools, gaming sets, musical instruments, or similar hand-based tools.
- Climb effectively.
- Write, tie knots, pick locks, open delicate mechanisms, or perform fine manipulation.
A creature without true fingers cannot cast this spell. Claws, hooves, fins, tentacles, pseudopods, and similar appendages do not qualify unless the DM deliberately rules that the creature has finger-like digits capable of being lost.
Valid Targets and Object Limits
This spell targets creatures, not objects.
It cannot target or damage:
- Locks.
- Doors.
- Weapons.
- Armour.
- Shields.
- Ropes.
- Chains.
- Siege engines.
- Traps.
- Mechanisms.
- Containers.
- Unattended items.
- Corpses that are not active undead or otherwise valid creatures.
The spell cannot be used as a lockpick, trapbreaker, rope-cutter, disarming tool, or siege spell. Its cruelty is anatomical, not architectural.
Cover, Concealment, and Line of Effect
The dart ignores ordinary melee confusion, half cover, three-quarters cover from minor obstruction, and ordinary visual concealment if you can still clearly designate the target.
The dart does not ignore:
- Total cover.
- Blocked line of effect.
- Closed doors or sealed walls.
- Magical barriers that prevent targeted magic.
- Antimagic.
- Effects that prevent the creature from being chosen as the target of a spell.
- Situations where you cannot identify or meaningfully designate the target.
If your campaign uses Spell Resistance, Magic Resistance, or a similar rule, resolve it separately for each target. A resisted dart has no effect, but the caster still loses the finger and suffers the corrupt cost.
Upcasting
When you cast this spell using a spell slot of 3rd level or higher, the maximum number of darts does not increase beyond the character-level limit.
For each slot level above 2nd, one creature that fails its saving throw also suffers an additional 5-foot reduction to its Speed while Crippled.
This added reduction applies only while the Crippled effect lasts. It does not extend the duration of the spell.
D&D 5.5e / 2024 Abuse-Prevention Notes
This spell should not become a clean, efficient, repeatable debuff without consequences. The lost finger and Corrupt Exhaustion are not flavour text. They are the balancing cost and the spell’s moral identity.
Do not allow the spell to:
- Avoid its corrupt cost because the target succeeded on the saving throw.
- Avoid its corrupt cost because the target resisted the spell.
- Fire from a finger the caster does not have.
- Hit a target behind total cover.
- Damage objects.
- Replace thieves’ tools, weapon attacks, or object-breaking spells.
- Become harmless cosmetic body horror.
If a player character uses the spell repeatedly, track the visible and practical consequences. Gloves, altered gestures, missing fingers, strange regrowth, changed handwriting, damaged tool use, and suspicious healers all belong in the spell’s aftermath.
D&D 5.5e / 2024 Design and Balance Notes
This version uses a condition-based conversion instead of ability score damage. That keeps the spell fast to run in modern play while preserving the original idea: the victim’s movement, coordination, and bodily control are briefly ruined.
The effect is deliberately short because the cost is severe. The spell should be tempting in an emergency, frightening in villain hands, and costly enough that no sane caster treats it as routine.
For player characters, this spell should be available only in campaigns that actively use corrupt magic, vile spellcasting, infernal bargains, or similar moral-cost systems. For NPCs, it is excellent because it creates an immediate visual signature and a visible price.
Lahm’s Finger Darts, Pathfinder / 3.5e
School: Transmutation [Evil]
Level: Corrupt 2
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Medium, 100 ft. + 10 ft./level
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Spell Effect
The caster transforms one or more of her own fingers into hardened darts of corrupted flesh and fires them at chosen creatures within range. Each dart strikes unerringly once a valid target has been chosen.
Each dart deals 1d4 points of Dexterity damage to its target.
A single dart can strike only one creature. Multiple darts may strike the same creature, or the caster may divide them among several creatures. If the caster targets more than one creature, no two targets may be more than 15 feet apart.
The caster must designate all targets before checking Spell Resistance or rolling Dexterity damage.
Number of Darts
The caster may create one dart at 1st caster level.
For every three caster levels beyond 1st, the caster may create one additional dart, to a maximum of five darts.
- 1st–3rd caster level: 1 dart
- 4th–6th caster level: 2 darts
- 7th–9th caster level: 3 darts
- 10th–12th caster level: 4 darts
- 13th caster level or higher: 5 darts
The caster may fire fewer darts than her maximum. She pays the corrupt cost only for darts actually created.
The caster cannot create more darts than she has available fingers.
Corruption Cost
For each dart created, the caster takes 1 point of Strength damage and loses one finger.
The cost is paid when the spell is cast. If the spell fails to overcome Spell Resistance, if the target proves invalid, or if the dart has no effect for any other reason, the finger is still lost and the Strength damage is still taken.
Fingers lost to this spell regrow when the corruption cost is healed, at a rate of one finger per point of Strength damage healed.
The caster cannot delay the corruption cost until after Spell Resistance is checked. The dart exists because the finger has already been sacrificed.
Missing Fingers and Useless Hands
A hand with one or no fingers is useless.
A useless hand cannot:
- Wield a weapon.
- Hold a shield.
- Use a wand, rod, staff, or similar magic item.
- Manipulate material components.
- Perform somatic components.
- Use tools.
- Pick locks.
- Write.
- Climb effectively.
- Perform fine manipulation.
Creatures without fingers cannot cast this spell. Claws, hooves, tentacles, pseudopods, fins, and similar appendages do not qualify unless the DM rules that the creature has true finger-like digits capable of being lost.
If a caster lacks enough qualifying fingers for the number of darts desired, she must create fewer darts. The spell cannot use toes, teeth, claws, or severed fingers carried as objects unless the DM is deliberately creating a special variant.
Valid Targets and Object Limits
This spell targets creatures, not objects.
It cannot damage inanimate objects, including:
- Locks.
- Doors.
- Weapons.
- Armour.
- Shields.
- Ropes.
- Chains.
- Traps.
- Mechanisms.
- Containers.
- Siege engines.
- Unattended items.
It cannot be used to sever ropes, destroy locks, disable traps, cut bowstrings, break wands, or damage equipment.
A corpse is not a valid target unless it is an active undead creature or otherwise treated as a creature by the rules of the encounter.
Spell Resistance
Spell Resistance applies separately to each target.
If a dart fails to overcome a target’s Spell Resistance, that dart has no effect. The caster still loses the finger and still takes the Strength damage.
If several darts are aimed at the same creature, use one of the following methods and decide before the spell is used in play:
Fast method: Roll once against that creature’s Spell Resistance. If the spell succeeds, all darts aimed at that creature take effect. If it fails, all darts aimed at that creature fail.
Strict method: Roll separately for each dart. This is slower but treats each dart as its own corrupt missile.
For most tables, the fast method is better.
Cover, Concealment, and Line of Effect
The darts are unerring against valid targets. They ignore melee targeting complications, partial cover, and ordinary concealment once the caster can designate the target.
They do not ignore:
- Total cover.
- Total concealment when the caster cannot identify or designate the target.
- Blocked line of effect.
- Sealed barriers.
- Antimagic.
- Effects that prevent targeted magic.
The spell is not a way to shoot through walls, open locks, sever ropes, destroy traps, or bypass object-based obstacles.
Dexterity Damage Consequences
A creature damaged by this spell suffers the normal consequences of Dexterity damage.
If a creature’s Dexterity is reduced to 0, it becomes unable to move normally and is effectively helpless or immobilised according to the ability damage rules used by the campaign.
This makes concentrated darts dangerous, especially against Dexterity-reliant characters. The balancing factors are the corrupt cost, Spell Resistance, target limits, finger loss, and the spell’s inability to affect objects.
Pathfinder / 3.5e Abuse-Prevention Notes
Do not allow the spell to:
- Avoid its Strength damage because Spell Resistance stopped the effect.
- Avoid finger loss because the target was invalid.
- Fire more darts than the caster has available fingers.
- Target locks, traps, ropes, or equipment.
- Ignore total cover or blocked line of effect.
- Function as a general object-destroying spell.
- Lose its corrupt identity by treating finger loss as cosmetic.
The self-mutilation is not descriptive decoration. It is the spell’s balancing mechanism, its horror, and its moral identity.
Pathfinder / 3.5e Design and Balance Notes
This version preserves the original spell’s brutality: no saving throw, Dexterity damage, Spell Resistance, scaling darts, Strength damage, and actual finger loss.
Because there is no saving throw, the spell should remain tightly bound to Spell Resistance, target validity, available fingers, and the corruption cost. Removing those limits makes the spell much stronger and much less interesting.
If this spell enters player hands, track the consequences. Missing fingers should matter in combat, spellcasting, craft, stealth, social scenes, disguise, legal investigation, and future healing.
Lahm’s Finger Darts 3.0e
The caster’s finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target.
(Book of Vile Darkness, p. 98)
Originally posted on D&D tools
Transmutation [Evil]
Level: Corrupt 2
Components: V, S, Corrupt,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Creatures without fingers cannot cast this spell. The dart deals 1d4 points of Dexterity damage.
The dart strikes unerringly, even if the target is in melee or has partial cover or concealment. Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell.
For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher. If the caster shoots multiple darts, she can have them strike a single creature or several creatures. A single dart can strike only one creature. The caster must designate targets before checking for Spell Resistance or damage.
Fingers lost to this spell grow back when the corruption cost is healed, at the rate of one finger per point of Strength damage healed.
Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart. A hand with one or no fingers is useless.
Original Rules Preservation Note
Lahm’s Finger Darts originates in Book of Vile Darkness, page 98, as a corrupt transmutation spell. The Pathfinder / 3.5e-compatible version above preserves the original structure: corrupt component, no saving throw, Spell Resistance, Dexterity damage, one point of Strength damage per dart, one lost finger per dart, scaling up to five darts, and finger regrowth tied to healing the corruption cost.
The D&D 5.5e / 2024-compatible version adapts the spell into a modern condition-based design while preserving the essential identity: the caster sacrifices fingers to deliver a precise crippling effect.
Why Lahm’s Finger Darts Matters
Lahm’s Finger Darts is feared because it leaves evidence on both sides of the spell.
The victim remembers the dart. The caster carries the wound.
A witness may not understand corrupt transmutation, but they will remember the missing finger, the sudden tearing motion, the hiss of flesh crossing the room, and the victim’s hand failing at the worst possible moment. Unlike many spells, this one marks the caster as well as the target.
That makes it valuable in play. It creates investigation clues, social stigma, cult identifiers, villain signatures, healing dilemmas, and long-term consequences.
A murderer who used the spell may later hide one hand in a glove. A cult priest may display a maimed hand as proof of devotion. A court sorcerer may restore the fingers afterward, leaving skin too smooth, too new, and too suspicious. A survivor may recognise the caster not by face, voice, or robe, but by the hand.
How the Spell Feels in the World
People who live by their hands hate this spell.
A swordmaster fears it because it ruins grip and timing. An archer fears it because it steals aim. A thief fears it because it turns delicate work into trembling failure. A scribe fears it because a shaking hand can destroy a lifetime of labour. A musician fears it because the spell attacks art as much as flesh.
That makes Lahm’s Finger Darts more personal than a fire spell. It does not merely injure the body. It threatens vocation, identity, livelihood, honour, and reputation.
In a late medieval campaign world, a maimed hand is not a minor cosmetic issue. It affects work, oath-taking, legal witness, religious gesture, weapon use, guild standing, and marriage prospects. A spell that spends fingers carries more meaning than its immediate combat effect.
Using Lahm’s Finger Darts in Play
Use this spell when you want corrupt magic to feel tempting but costly.
A villain should not cast it casually. The moment should matter. The caster chooses a finger. The finger darkens. The joint strains. The spell completes. Only then does the dart fly.
That order is important. Describe the price before the attack.
The best uses are intimate and specific:
- A cult assassin cripples a witness before she can flee across rooftops.
- A corrupt priest fires one dart at a temple champion before a duel.
- A court sorcerer maims an envoy’s sword hand during negotiations.
- A plague-surgeon sacrifices a finger to stop a fleeing patient from escaping quarantine.
- A desperate player character considers using the spell because no cleaner option remains.
The spell is less interesting when treated as ordinary damage optimisation. It is strongest when the table understands that the caster has made a visible bargain with corruption.
Corrupt Magic and Consequence
This spell should carry consequences outside combat.
A caster who uses it in public may be identified later by missing fingers, strange regrowth, ritual gloves, splints, scars, or hand gestures adapted around injury. A healer who restores the fingers may become complicit, suspicious, or afraid. A magistrate may treat unnatural regrowth as evidence of forbidden practice.
In cults, missing fingers may become signs of rank. One missing finger might mark initiation. Three might mark deep service. A complete hand of unnaturally smooth regrown fingers may mark someone who has sacrificed and been restored many times.
In infernal courts, the spell may be treated as a small contract written in flesh: the caster pays before harm is delivered. Devils may respect the neatness of the transaction. Demons may care only for the pain. Mortal law may care that the wound proves method, means, and intent.
Best Campaign Roles
Villain Signature Spell
This is the strongest use. A villain who tears away a finger to cripple someone is instantly memorable. It tells the party what kind of enemy they face without a speech.
Forbidden Player Temptation
As treasure, this spell should feel dangerous. A scroll or grimoire containing it is not just a reward. It is an invitation to cross a line.
Cult Initiation Rite
The spell can mark cult rank, devotion, or obedience. A novice may be expected to sacrifice one finger. A high priest may display a hand ruined and restored many times.
Legal Evidence
The spell creates unusual forensic clues: missing fingers, regrown fingers, maimed victims, and witnesses who remember the caster’s hand.
Personal Revenge
A survivor may seek revenge because the spell ruined a livelihood rather than because it nearly killed them.
Best Targets in Story Terms
The most interesting targets are not always the strongest enemies.
Use the spell against people whose identity depends on grace, precision, or touch:
- The archer about to loose the warning shot.
- The thief halfway across a rooftop.
- The duelist defending a noble hostage.
- The scribe copying a forbidden confession.
- The surgeon trying to save a poisoned heir.
- The musician whose song is holding back a curse.
- The monk balancing on a bridge chain.
- The spellcaster whose gestures must be exact.
The spell becomes more memorable when the target’s loss of coordination changes the scene.
Encounter Use
For a low-level party, one dart is enough to make the caster frightening. Do not open with maximum output unless the caster is fanatical or desperate.
For a mid-level party, the caster can use two or three darts to create tactical pressure without dominating the whole encounter. A good target is the character about to escape, interrupt a ritual, or make a critical movement-based action.
For a high-level party, the spell works best as part of a larger villain scene. The caster sacrifices fingers while guards, wards, hostages, contracts, or ritual consequences make the choice matter.
The spell is not only a combat action. It is a statement: “I will spend myself to hurt you.”
Good Pairings
- Bestow Curse The dart damages coordination first; the curse makes the injury feel like it has sunk into fate.
- Hold Person The victim’s body is already vulnerable, making the spell feel like precise cruelty rather than random harm.
- Ray of Enfeeblement Strength loss and coordination loss together make a martial enemy feel physically ruined.
- Silence Prevents immediate verbal spellcasting responses and makes the mutilation scene feel more dreadful.
- Fear Effects The visible self-sacrifice gives fear magic a concrete emotional reason to take hold.
- Infernal Contracts A devil may teach this spell as a lesson: all power has a price, and the wise pay with someone else’s future after paying a little of their own flesh first.
Failure, Risk, and Misuse
The obvious risk is physical cost. The subtler risk is recognisability.
A caster who uses Lahm’s Finger Darts becomes easier to identify. Gloves, rings, missing fingers, oddly restored skin, altered handwriting, and changed gestures can all betray the spell’s use.
Repeated use also creates dependency. A caster who solves problems by sacrificing fingers may begin to see the body as currency. That is exactly the kind of moral erosion corrupt magic should create.
Misuse at the table usually comes in three forms:
Too clean: The spell becomes just another efficient debuff. Restore the cost and consequence.
Too silly: The spell becomes cartoon gore. Keep the description controlled, ritualised, and grim.
Too broad: The spell becomes a tool for attacking objects, mechanisms, and obstacles. Keep it creature-focused.
Adventure and Worldbuilding Hooks
The Fingerless Witness
A witness swears she saw the killer cast a forbidden finger-dart spell, but the accused now has all ten fingers. The party must discover whether the fingers regrew through restoration magic, infernal favour, false testimony, or a prepared double.
The Guild of Trembling Hands
A thieves’ guild is being dismantled without mass murder. Its burglars, lockpickers, climbers, and cutpurses are being crippled one by one by a corrupt mage who understands exactly which hands to ruin.
The Saint with New Fingers
A local cult venerates a woman whose fingers regrow after every act of “holy violence.” Her followers call it proof of divine favour. The old temple calls it corruption. The party must decide whether they are looking at a miracle, a fiendish pact, or something stranger.
FAQ
Can Lahm’s Finger Darts damage locks, ropes, traps, or weapons?
No. The spell cannot damage objects. It targets creatures.
Does the caster lose the finger if the target resists the spell?
Yes. The cost is paid when the dart is created, not when the spell succeeds.
Can the spell hit a creature behind a wall?
No. The dart is unerring against a valid target, but it does not ignore total cover or blocked line of effect.
Can a creature without humanoid hands cast it?
Not by default. The creature needs true finger-like digits capable of being lost.
Can a caster fire more darts than she has fingers?
No. Each dart requires one available finger.
Can restored fingers be used again for the spell?
Yes, if the spell’s corrupt cost has been properly healed and the fingers have regrown. That repeated cycle should leave social, magical, or visible consequences if it becomes common.
Should player characters be allowed to learn this spell?
Only if corrupt magic is part of the campaign. The spell should carry physical, moral, social, and possibly legal consequences.
Is this spell evil because of the damage or because of the cost?
Both. It harms the victim through corrupt transmutation, and it requires the caster to treat her own living body as expendable fuel for harm.
Historical, Anatomical, and Mythic Context
Lahm’s Finger Darts belongs to the symbolic world of hands, oaths, craft, punishment, and bodily sacrifice. Fingers are not incidental in a medieval or mythic setting. They write, bless, steal, swear, count coins, draw bowstrings, play instruments, hold weapons, seal contracts, and perform sacred gestures. A spell that spends fingers therefore attacks identity as much as anatomy.
Medieval culture gave the hand a special status as the body’s chief instrument of touch, work, reading, writing, and expression. The Getty’s exhibition material on the hand in medieval manuscripts notes that fingers were treated as exceptionally expressive, while the Huygens Institute project A Show of Hands studies hand images in medieval manuscripts from 900–1550 and their role in learning, memory, and visual culture.
The spell also has a legal and social edge. Medieval law could treat bodily mutilation as a visible punishment, making the damaged body a public sign of crime, shame, authority, or vengeance. Patricia Skinner’s work on disfigurement, authority, and law is useful for this theme, especially the idea that mutilation could mark the body as a legal and political text. For a more accessible discussion of mutilation in medieval Anglo-Scandinavian law, see The Mutilated Body in Medieval Anglo-Scandinavian Law.
That background makes the spell more than a ranged debuff. The caster corrupts the very part of the body associated with touch, craft, oath, command, witness, and skill. She does not merely harm an enemy. She turns her own hand into evidence that flesh has become currency.
Buy me a coffee