Force is a separate magic college in my games. This post will be devoted to a series of iconic D&D spells. Just like various other spells, these can be considered to be different versions of the same spell, and you should be able to improve, for example, Bigby's Interposing Hand to Bigby's Forceful Hand instead of buying them separately.
Bigby’s Clenched Fist
Keywords: None.
Full Cost: 31 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
Creates a SM+0 hand made of
shimmering pinkish force that appears between the caster and one of his
opponents. This floating, disembodied hand moves automatically to remain
between them, regardless of where the caster moves or how the opponent tries to
get around it, providing cover for the caster against that opponent (and other
opponents, if they are close enough). The opponent firing at the caster risks
hitting the hand instead. See Firing
Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks
with the selected opponent in spite of darkness, invisibility, polymorphing, or
any other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
The hand has HP 20 and DR 9. The
caster can Concentrate to move the hand at Move 4, but only towards him or the
designated opponent, and the hand cannot move closer than 3 yards to the
caster. The caster may Concentrate to make the Clenched Fist shove (p. B372;
this is considered a two-handed shove) or punch the designated opponent.
The designated opponent must evade
(p. B368) the hand, if he wants to approach the caster. The hand is considered
a standing creature, and has DX of the caster and ST 12. The hand can even stop
insubstantial opponents from approaching. Getting past the hand or destroying
it dispels it.
The caster can Concentrate to
redirect the hand to another opponent.
Even though this is not a spell with
an indefinite duration, the caster cannot have multiple instances of this spell
active unless he took multiple copies of this spell or can maintain multiple
spells at the same time.
Focus: A
leather glove.
Statistics:
Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite
Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%;
Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task,
Interposing, shoving, punching, -40%; Reduced Duration, 1/3, -10%; Requires a
glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic
Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [13] +
Telekinesis 8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite
Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only,
-20%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable,
-5%; One Task, Interposing, shoving, punching, -40%; Reduced Duration, 1/3, -10%;
Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%;
Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%)
[18]. Note: As this is one advantage
(Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to
use.
Bigby’s Crushing Hand
Keywords: None.
Full Cost: 43 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
Creates a SM+0 hand made of
shimmering pinkish force that appears between the caster and one of his
opponents. This floating, disembodied hand moves automatically to remain
between them, regardless of where the caster moves or how the opponent tries to
get around it, providing cover for the caster against that opponent (and other
opponents, if they are close enough). The opponent firing at the caster risks
hitting the hand instead. See Firing
Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks
with the selected opponent in spite of darkness, invisibility, polymorphing, or
any other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
The hand has HP 20 and DR 9. The
caster can Concentrate to move the hand at Move 4, but only towards him or the
designated opponent, and the hand cannot move closer than 3 yards to the
caster. The caster may Concentrate to make the Crushing Hand shove (p. B372;
this is considered a two-handed shove) or grapple the designated opponent. The
Crushing Hand can constrict the victim, as if it had Constriction Attack (p.
B43).
The designated opponent must evade
(p. B368) the hand, if he wants to approach the caster. The hand is considered
a standing creature, and has DX of the caster and ST 12. The hand can even stop
insubstantial opponents from approaching. Getting past the hand or destroying
it dispels it.
The caster can Concentrate to
redirect the hand to another opponent.
Even though this is not a spell with
an indefinite duration, the caster cannot have multiple instances of this spell
active unless he took multiple copies of this spell or can maintain multiple
spells at the same time.
Focus: A
glove of snakeskin.
Statistics:
Constriction Attack (Magical, -10%; Telekinesis, -10%) [12] + Telekinesis 4
(Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%;
Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%; Minimum Range, 3
yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing, shoving,
grappling, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%; Requires
Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal
Condition, Getting past, -10%; Visible, -20%) [13] + Telekinesis 8 (Affects
Insubstantial, +20%; Cosmic, Can be ordered despite Independent, +50%; Costs
Fatigue, 1 FP, -5%; Independent, +40%; Lift Only, -20%; Magical, -10%; Minimum
Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task, Interposing,
shoving, grappling, -40%; Reduced Duration, 1/3, -10%; Requires a glove, -10%;
Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%;
Terminal Condition, Getting past, -10%; Visible, -20%) [18]. Note: As this is one advantage
(Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to
use.
Bigby’s Forceful Hand
Keywords: None.
Full Cost: 19 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
Creates a SM+0 hand made of
shimmering pinkish force that appears between the caster and one of his
opponents. This floating, disembodied hand moves automatically to remain
between them, regardless of where the caster moves or how the opponent tries to
get around it, providing cover for the caster against that opponent (and other
opponents, if they are close enough). The opponent firing at the caster risks
hitting the hand instead. See Firing
Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks
with the selected opponent in spite of darkness, invisibility, polymorphing, or
any other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
The hand has HP 20 and DR 9. The
caster can Concentrate to move the hand at Move 4, but only towards him or the
designated opponent, and the hand cannot move closer than 3 yards to the
caster. The caster may Concentrate to make the Forceful Hand shove (p. B372)
the designated opponent. This is considered a two-handed shove.
The designated opponent must evade
(p. B368) the hand, if he wants to approach the caster. The hand is considered
a standing creature, and has DX of the caster and ST 12. The hand can even stop
insubstantial opponents from approaching. Getting past the hand or destroying
it dispels it.
The caster can Concentrate to
redirect the hand to another opponent.
Even though this is not a spell with
an indefinite duration, the caster cannot have multiple instances of this spell
active unless he took multiple copies of this spell or can maintain multiple
spells at the same time.
Focus: A
sturdy glove made of leather or heavy cloth.
Statistics:
Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite
Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%;
Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task,
Interposing and shoving, -60%; Reduced Duration, 1/3, -10%; Requires a glove,
-10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words,
-10%; Terminal Condition, Getting past, -10%; Visible, -20%) [9] + Telekinesis
8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite Independent,
+50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only, -20%; Magical,
-10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task,
Interposing and shoving, -60%; Reduced Duration, 1/3, -10%; Requires a glove,
-10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words,
-10%; Terminal Condition, Getting past, -10%; Visible, -20%) [10]. Note: As this is one advantage (Telekinesis)
with the Costs Fatigue limitation, not two, it costs only 1 FP to use.
Bigby’s Grasping Hand
Keywords: None.
Full Cost: 31 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 20 seconds.
Creates a SM+0 hand made of
shimmering pinkish force that appears between the caster and one of his
opponents. This floating, disembodied hand moves automatically to remain
between them, regardless of where the caster moves or how the opponent tries to
get around it, providing cover for the caster against that opponent (and other
opponents, if they are close enough). The opponent firing at the caster risks
hitting the hand instead. See Firing
Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks
with the selected opponent in spite of darkness, invisibility, polymorphing, or
any other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
The hand has HP 20 and DR 9. The
caster can Concentrate to move the hand at Move 4, but only towards him or the
designated opponent, and the hand cannot move closer than 3 yards to the
caster. The caster may Concentrate to make the Grasping Hand shove (p. B372;
this is considered a two-handed shove) or grapple the designated opponent.
The designated opponent must evade
(p. B368) the hand, if he wants to approach the caster. The hand is considered
a standing creature, and has DX of the caster and ST 12. The hand can even stop
insubstantial opponents from approaching. Getting past the hand or destroying
it dispels it.
The caster can Concentrate to
redirect the hand to another opponent.
Even though this is not a spell with
an indefinite duration, the caster cannot have multiple instances of this spell
active unless he took multiple copies of this spell or can maintain multiple
spells at the same time.
Focus: A
leather glove.
Statistics:
Telekinesis 4 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite
Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%;
Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable, -5%; One Task,
Interposing, shoving, grappling, -40%; Reduced Duration, 1/3, -10%; Requires a
glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic
Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%) [13] +
Telekinesis 8 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite
Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Lift Only,
-20%; Magical, -10%; Minimum Range, 3 yards, -5%; Nuisance Effect, Breakable,
-5%; One Task, Interposing, shoving, grappling, -40%; Reduced Duration, 1/3, -10%;
Requires a glove, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%;
Requires Magic Words, -10%; Terminal Condition, Getting past, -10%; Visible, -20%)
[18]. Note: As this is one advantage
(Telekinesis) with the Costs Fatigue limitation, not two, it costs only 1 FP to
use.
Bigby’s Interposing Hand
Keywords: None.
Full Cost: 18 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: 3 yards.
Duration: 20 seconds.
Creates a SM+0 hand made of
shimmering pinkish force that appears between the caster and one of his
opponents. This floating, disembodied hand moves automatically to remain
between them, regardless of where the caster moves or how the opponent tries to
get around it, providing cover for the caster against that opponent (and other
opponents, if they are close enough). The opponent firing at the caster risks
hitting the hand instead. See Firing
Through an Occupied Hex, p. B389. Nothing can fool the hand - it sticks
with the selected opponent in spite of darkness, invisibility, polymorphing, or
any other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
The hand stays at a 3-yard distance
from the caster. It cannot push objects or creatures. It has HP 20 and DR 9.
The designated opponent must evade
(p. B368) the hand, if he wants to approach the caster. The hand is considered
a standing creature, and has DX of the caster and ST 10. The hand can even stop
insubstantial opponents from approaching. Getting past the hand or destroying
it dispels it.
The caster can Concentrate to
redirect the hand to another opponent.
Even though this is not a spell with
an indefinite duration, the caster cannot have multiple instances of this spell
active unless he took multiple copies of this spell or can maintain multiple
spells at the same time.
Focus: A
soft glove.
Statistics:
Telekinesis 10 (Affects Insubstantial, +20%; Cosmic, Can be ordered despite
Independent, +50%; Costs Fatigue, 1 FP, -5%; Independent, +40%; Magical, -10%;
Nuisance Effect, Breakable, -5%; One Task, Interposing, -70%; Reduced Duration,
1/3, -10%; Reduced Range, 1/2, -10%; Requires a soft glove, -10%; Requires
Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal
Condition, Getting past, -10%; Visible, -20%) [10].
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