Pilfering Hand of the Magus (Sorcerer/Wizard Spell): Difference between revisions

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| Description = You create and control an [[Invisible|invisible]] telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force several ways. This force takes the form of a ghostly hand, which forms in your space as you intone the power-laden syllables of this working. Once the invisible hand is formed, it cannot be seen by normal vision but can be detected by all senses that are not affected by [[Invisibility (Spell)]]. As a [[move action]], you can direct the Hand to move up to 50 feet in any direction, as long as it remains within the range of the spell. This spell lasts until the end of the current combat, the end of the next combat, until you begin a full rest, or it may be expended early to perform various actions described below (whichever of these occurs first).
| Description = You create and control an [[Invisible|invisible]] telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force several ways. This force takes the form of a ghostly hand, which forms in your space as you intone the power-laden syllables of this working. Once the invisible hand is formed, it cannot be seen by normal vision but can be detected by all senses that are not affected by [[Invisibility (Sorcerer/Wizard Spell)]]. As a [[move action]], you can direct the Hand to move up to 50 feet in any direction, as long as it remains within the range of the spell. This spell lasts until the end of the current combat, the end of the next combat, until you begin a full rest, or it may be expended early to perform various actions described below (whichever of these occurs first).


: While the spell lasts, it may serve in all ways as a [[Hand of the Magus (Spell)]].  Since the hand is invisible, this can be used for all sorts of mischief, so have fun!
: While the spell lasts, it may serve in all ways as a [[Hand of the Magus (Sorcerer/Wizard Spell)]].  Since the hand is invisible, this can be used for all sorts of mischief, so have fun!


:* '''Abrupt Maneuver:''' Upon casting this spell, you may instantaneously attempt a [[Disarm (Combat Maneuver)|Disarm]] or [[Steal (Combat Maneuver)|Steal]] combat maneuver against a single target within range, without having to spend a move action to place the hand in the target's space.  Make a [[Caster Check]] roll against the target's [[Maneuver Defense]] This [[combat maneuver]] attempt does not provoke an [[attack of opportunity]] from its target (but casting this spell might). If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it. Once the maneuver is complete (whether it succeeds or fails), the Hand is dispelled.
:* '''Abrupt Maneuver:''' Upon casting this spell, you may instantaneously attempt a [[Disarm (Combat Maneuver)|Disarm]] or [[Steal (Combat Maneuver)|Steal]] combat maneuver against a single target within range, without having to spend a move action to place the hand in the target's space.  Make a [[Caster Check]] roll against the target's [[Maneuver Defense]] This [[combat maneuver]] attempt does not provoke an [[attack of opportunity]] from its target (but casting this spell might). If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it. Once the maneuver is complete (whether it succeeds or fails), the Hand is dispelled.

Latest revision as of 17:22, 28 March 2019

Level: Sorcerer/Wizard 2
School: Evocation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A fingerless glove, worth 1 gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: One object or creature, see below
Duration: see text
Saving Throw: none
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force several ways. This force takes the form of a ghostly hand, which forms in your space as you intone the power-laden syllables of this working. Once the invisible hand is formed, it cannot be seen by normal vision but can be detected by all senses that are not affected by Invisibility (Sorcerer/Wizard Spell). As a move action, you can direct the Hand to move up to 50 feet in any direction, as long as it remains within the range of the spell. This spell lasts until the end of the current combat, the end of the next combat, until you begin a full rest, or it may be expended early to perform various actions described below (whichever of these occurs first).
While the spell lasts, it may serve in all ways as a Hand of the Magus (Sorcerer/Wizard Spell). Since the hand is invisible, this can be used for all sorts of mischief, so have fun!
  • Abrupt Maneuver: Upon casting this spell, you may instantaneously attempt a Disarm or Steal combat maneuver against a single target within range, without having to spend a move action to place the hand in the target's space. Make a Caster Check roll against the target's Maneuver Defense This combat maneuver attempt does not provoke an attack of opportunity from its target (but casting this spell might). If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it. Once the maneuver is complete (whether it succeeds or fails), the Hand is dispelled.
  • Careful Maneuver: Upon casting this spell, you may instantaneously attempt a Disable Device check against a trap or other mechanism, or a Sleight of Hand check to pickpocket a target within range, without having to spend a move action to place the hand in the target's space. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt originated from you (oops). Once the skill check is complete, the Hand is dispelled.
  • Aggressive Maneuver: If you use Pilfering Hand of the Magus to pick up a suitable object (a rock, a sturdy stick, a dagger, etc) while using a move action, you may make a ranged touch attack as a standard action against a creature. If you successfully hit, you inflict (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) with a damage type appropriate to the object you are attacking with (rocks do bludgeoning (physical), a knife or sharp rock will do slashing (physical), a vial of acid will do acid (element energy) damage, an alchemical fire flask does fire (element energy) damage, etc.) Once you make such an attack successfully, the Hand is dispelled.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30