Difference between revisions of "Arcane Hand (spell)"

From Legends of Hyrule
Jump to navigationJump to search
(Created page with "<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB |summary=You summon a Large hand to do your bidding for up to 1 minute. |p=7 |level=5th |school=conju...")
 
(image)
 
(One intermediate revision by the same user not shown)
Line 3: Line 3:
 
|p=7
 
|p=7
 
|level=5th
 
|level=5th
 +
|image=https://i.imgur.com/BrhJOSg.png
 +
|imagelink=https://zelda.gamepedia.com/Zant%27s_Hand
 
|school=conjuration
 
|school=conjuration
 
|range=120 feet
 
|range=120 feet
Line 14: Line 16:
 
}}</tab><tab name="Spell Slots">{{SpellBox
 
}}</tab><tab name="Spell Slots">{{SpellBox
 
|level=5th
 
|level=5th
 +
|image=https://i.imgur.com/BrhJOSg.png
 +
|imagelink=https://zelda.gamepedia.com/Zant%27s_Hand
 
|school=conjuration
 
|school=conjuration
 
|range=120 feet
 
|range=120 feet

Latest revision as of 15:59, 8 December 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

7-point conjuration
Casting time:  1 action
Range:  120 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

You create a Large floating hand with an appearance influenced by your powers—a stone hand with glowing arcane runes, a skeletal hand of a giant stalfos, or a hand of translucent force, among other possibilities. It appears in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
     The hand is an object that has AC 20 and heart points equal to your heart point maximum. If it drops to 0 heart points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
     When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
     Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your casting ability modifier. On a hit, the target takes 4d8 force damage.
     Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
     Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
     Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For every 2 extra points, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6.
5th-level conjuration
Casting time:  1 action
Range:  120 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

You create a Large floating hand with an appearance influenced by your powers—a stone hand with glowing arcane runes, a skeletal hand of a giant stalfos, or a hand of translucent force, among other possibilities. It appears in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
     The hand is an object that has AC 20 and heart points equal to your heart point maximum. If it drops to 0 heart points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
     When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
     Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your casting ability modifier. On a hit, the target takes 4d8 force damage.
     Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
     Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
     Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
     At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.


The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]