Crushing Hand of the Magus (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 9
School: Evocation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, F (a soft silk glove, worth 1,000 gp)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 10-ft. hand or 15 ft. hand
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: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Speaking the weighty stanzas of Crushing Hand creates a grey-glowing spectral hand adjacent to your space. This enormous hand appears well-formed and strong, lithe and supple, but obviously powerful. It may be size Large (120"), or Huge (180"). The Size Large or Huge Hand must have available open (unoccupied, unblocked) spaces to manifest, or the spell fails. Once summoned, the spaces of the Hand are 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 gigantic 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 double your drag load if size Large, or four times your drag load if size Huge, without complaint, and may move up to 150 feet in a single round. This weight does not encumber the caster.
As its appearance would indicate, the Crushing Hand is remarkably dexterous for its gigantic size, and can be used to make skill rolls at range, but it cannot be used to remotely perform any combat maneuvers, except for the Grapple Combat Maneuver, which uses the caster's Caster Check in place of the normal Might check. Given the Hand's enormous size, there may be situational modifiers for these uses.
Sending forth the Crushing Hand to Grapple is a Move action, and once adjacent to your target, the Grapple Maneuver is a standard action for the Caster. Any items the Hand was carrying when ordered to grapple are deposited in the space it occupied when sent forth.
The Crushing Hand performs the grapple with its own size modifiers to the caster's Caster Check against the target's Maneuver Defense. If the caster wins the Grapple and chooses to do damage to the target, the Crushing Hand inflicts (Circle 7 damage): 1d6+2 points of damage per character level (max 20d6+40 at character level 20) as crushing (physical, common) damage each time the caster wins the Grapple and wishes to inflict damage. Causing the Hand to maintain a grapple costs a standard action each round.
If the Crushing Hand loses a grapple, it dissipates harmlessly. If it kills its initial target, it likewise dissipates harmlessly.
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