Forceful Hand of the Magus (Sorcerer/Wizard Spell)
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- Level: Sorcerer/Wizard 6
- School: Evocation
Casting
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, F (a soft glove worth 25gp)
Effect
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: See Below
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: No saving throw granted
Save DC: 10 + caster stat modifier + spell level - Spell Resistance: Yes
Description
- Intoning the weighty passages of Forceful Hand creates a grey-glowing spectral hand in your space, or adjacent to your space. This hand appears massively boned, thick-fingered and strong, often seeming to wear a gauntlet. It may be size Tiny (30"), Small (45"), Medium (60") or even Large (120"). The Size Small, Medium, or Large Hand must have available open (unoccupied, unblocked) spaces to manifest, or the spell fails. Once summoned, the spaces of the Hand is considered Occupied, and friend and foe alike who wish to move into or through that space must use the normal rules (such as Clamber, Move Through, etc.) to do so, using the Casters Maneuver Defense and other stats.
- This hand cannot be targeted by any attack except Dispel Magic (Sorcerer/Wizard Spell), Mage's Disjunction (Sorcerer/Wizard Spell), and the like. If ordered to enter an Antimagic Field, or ordered to move beyond the range of the spell, the effect immediately ends. Note that this renders it immune to attacks of opportunity, not provoking, and all other sorts of conventional attack.
- Once summoned, this hand may serve in all respects as a Hand of the Magus (Sorcerer/Wizard Spell) except it may handle a weight up to your Heavy load without complaint and may move up to 60 feet in a single round. Aside from that useful function, it may be used for several additional functions.
- Despite its heavy, brutal construction, the Forceful Hand is remarkably dexterous, and can be used to make skill rolls at range, but it cannot be used to remotely perform any combat maneuvers, except for the Bull Rush Combat Maneuver, which uses the caster's Caster Check in place of the normal Movement check. Given the Hand's enormous size, there may be situational modifiers for these uses.
- The Hand can be ordered to Bull Rush one opponent you select as a move action, moving from your adjacent spaces up to 60 feet to the space of the designated opponent as part of the Move action. The Forceful Hand gets one Bull Rush maneuver check, which dispels the effect and drops any carried objects unattended in the space from which it began the Bull Rush attempt. If the Caster Check succeeds, the Bull Rushed foe is moved as normal, but suffers Bull Rush damage as bludgeoning (physical, common) damage, taking (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16), plus an additional 5 points for each 5 by which your Caster Check exceeds the target's Maneuver Defense. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose.
- The Forceful Hand can instead be directed to interpose itself, as Interposing Hand of the Magus (Sorcerer/Wizard Spell) does, granting cover against one foe. In such cases, directing the spell to a new target is a separate move action.
- 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 |