Grod_The_Giant
2014-04-14, 06:26 PM
I'm looking at using both normal Mind Flayers and Mind Flayers of Thoon (MMV) in an upcoming game, and I'd like distinguish them a bit more. I'm using the manifester-flayers from the XPH for normal flayers, with an emphasis on telepathy. For the Thoonites, I'm thinking telekinesis. There aren't that many pure-telekinetic powers... but on the other hand, I recently dug through a whole bunch of such spells for my fixed-list caster project. So... here's what I'm thinking...
Mind Flayer of Thoon
As the normal mind flayer (MMI), with the following exceptions.
Mind Thrust (Sp): This telekinetic attack is a cone 60ft long. Targets caught in the cone are pushed back 40ft and knocked prone. If pushed into a wall or similar solid surface, they take 1d6 damage per 10ft moved. A successful Reflex save (DC 17) halves the knockback and prevents them from being knocked prone. This ability replaces Mind Blast.
Telekinetics: Mind Flayers of Thoon cast spells as a 9th level Mage of the Unseen Hand (http://www.giantitp.com/forums/showthread.php?322766-Mage-of-the-Unseen-Hand-%28Fixed-list-Caster-Project%29-3-5-PEACH&p=16705607). This ability replaces Psionics.
For convenience:
0-Level Mage of the Unseen Hand Spells (Cantrips)
Detect Magic: Detects spells and magic items within 60 ft.
Launch Bolt (SpC): Launches a crossbow bolt up to 80 ft.
Launch Item (SpC): Hurls Fine item up to Medium range.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
1st Level Mage of the Unseen Hand Spells
Backbiter (SpC): Weapon strikes wielder.
Bigby’s Tripping Hand (PHB2): Hand trips subject.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Hold Portal: Holds door shut.
Mage Armor: Gives subject +4 armor bonus.
Mage Hand, Greater (SpC): As mage hand, but medium range and up to 40 lb.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Scatterspray (SpC): Group of small objects flies apart in a burst.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shieldbearer (SpC): Shield floats near subject to offer protection.
Slide (SpC): Move subject 5 feet.
Unseen Servant: Invisible force obeys your commands.
2th Level Mage of the Unseen Hand Spells
Battering Ram (SpC): Deals 1d6 damage plus bull rush.
Bigby’s Striking Fist (PHB2): Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
Bigby’s Warding Hand (PHB2): Hand of force slows opponent.
Blast of Force (SpC): Attack deals 1d6 damage/2 levels (max 5d6).
Earthbind (SpC): Subject creature can’t fly.
Fly, Swift (SpC): Gain fly speed of 60 ft. for 1 round.
Force Ladder (F) (SpC): Creates an immobile ladder of force.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Slapping Hand (SpC): Hand makes creature provoke attacks of opportunity.
Slide, Greater (SpC): Move subject 20 feet.
Whirling Blade (SpC): Hurled slashing weapon magically attacks all foes in 60-ft. line.
3th Level Mage of the Unseen Hand Spells
Bigby’s Disrupting Hand (PHB2): Hand disrupts opponent’s spellcasting.
Chain Missile (SpC): Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Dispel Magic: Cancels magical spells and effects.
False Gravity (SpC): Travel on a solid surface as if that surface had its own gravity.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Mage Armor, Greater (SpC): Gives subject +6 armor bonus.
Mage Armor, Mass (SpC): As mage armor, but one creature/level.
Manyjaws (SpC): One set of jaws/level attacks enemies for 1d6 damage.
Servant Horde (SpC): Create 2d6 unseen servants +1/level (max +15).
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Steeldance (SpC): Blades hover around you and attack foes.
Tiny Hut: Creates shelter for ten creatures.
4th Level Mage of the Unseen Hand Spells
Crushing Grip (PHB2): Subject takes –2 on attacks, checks, saves, and AC and –20 ft. penalty to speed, might be paralyzed.
Defenestrating Sphere (F) (SpC): Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Floating Disk, Greater (SpC): As floating disk, but you can ride it.
Force Claw (SpC): Claw of force guards an area, making opportunity attacks.
Force Missiles (SpC): Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forceward (SpC): Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Forcewave (SpC): Bull rushes all creatures within 10 ft.
Orb of Force (SpC): Globe of force deals 1d6/level damage (max 10d6).
Resilient Sphere: Force globe protects but traps one subject.
Sword of Deception (SpC): Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Vortex of Teeth (SpC): 3d8 points of damage due to force per round to all creatures in the area.
Wingbind (SpC): A net of force entangles the subject, causing it to fall from the sky.
5th Level Mage of the Unseen Hand Spells
Bigby's Interposing Hand: Hand provides cover against one opponent.
Cyclonic Blast (SpC): Deals 1d6 damage/level, knocks down creatures.
Dance of Blades (PHB2): A weapon attacks on its own.
Fly, Mass (SpC): One creature/level flies at speed of 60 ft.th Level Mage of the Unseen Hand Spells
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Raise from the Deep (SpC): Creature or sunken ship made buoyant.
Shard Storm (SpC): Blast deals 3d6 damage to creatures in area.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Wall of Force: Wall is immune to damage.
Mind Flayer of Thoon
As the normal mind flayer (MMI), with the following exceptions.
Mind Thrust (Sp): This telekinetic attack is a cone 60ft long. Targets caught in the cone are pushed back 40ft and knocked prone. If pushed into a wall or similar solid surface, they take 1d6 damage per 10ft moved. A successful Reflex save (DC 17) halves the knockback and prevents them from being knocked prone. This ability replaces Mind Blast.
Telekinetics: Mind Flayers of Thoon cast spells as a 9th level Mage of the Unseen Hand (http://www.giantitp.com/forums/showthread.php?322766-Mage-of-the-Unseen-Hand-%28Fixed-list-Caster-Project%29-3-5-PEACH&p=16705607). This ability replaces Psionics.
For convenience:
0-Level Mage of the Unseen Hand Spells (Cantrips)
Detect Magic: Detects spells and magic items within 60 ft.
Launch Bolt (SpC): Launches a crossbow bolt up to 80 ft.
Launch Item (SpC): Hurls Fine item up to Medium range.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
1st Level Mage of the Unseen Hand Spells
Backbiter (SpC): Weapon strikes wielder.
Bigby’s Tripping Hand (PHB2): Hand trips subject.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Hold Portal: Holds door shut.
Mage Armor: Gives subject +4 armor bonus.
Mage Hand, Greater (SpC): As mage hand, but medium range and up to 40 lb.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Scatterspray (SpC): Group of small objects flies apart in a burst.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shieldbearer (SpC): Shield floats near subject to offer protection.
Slide (SpC): Move subject 5 feet.
Unseen Servant: Invisible force obeys your commands.
2th Level Mage of the Unseen Hand Spells
Battering Ram (SpC): Deals 1d6 damage plus bull rush.
Bigby’s Striking Fist (PHB2): Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
Bigby’s Warding Hand (PHB2): Hand of force slows opponent.
Blast of Force (SpC): Attack deals 1d6 damage/2 levels (max 5d6).
Earthbind (SpC): Subject creature can’t fly.
Fly, Swift (SpC): Gain fly speed of 60 ft. for 1 round.
Force Ladder (F) (SpC): Creates an immobile ladder of force.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Slapping Hand (SpC): Hand makes creature provoke attacks of opportunity.
Slide, Greater (SpC): Move subject 20 feet.
Whirling Blade (SpC): Hurled slashing weapon magically attacks all foes in 60-ft. line.
3th Level Mage of the Unseen Hand Spells
Bigby’s Disrupting Hand (PHB2): Hand disrupts opponent’s spellcasting.
Chain Missile (SpC): Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Dispel Magic: Cancels magical spells and effects.
False Gravity (SpC): Travel on a solid surface as if that surface had its own gravity.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Mage Armor, Greater (SpC): Gives subject +6 armor bonus.
Mage Armor, Mass (SpC): As mage armor, but one creature/level.
Manyjaws (SpC): One set of jaws/level attacks enemies for 1d6 damage.
Servant Horde (SpC): Create 2d6 unseen servants +1/level (max +15).
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Steeldance (SpC): Blades hover around you and attack foes.
Tiny Hut: Creates shelter for ten creatures.
4th Level Mage of the Unseen Hand Spells
Crushing Grip (PHB2): Subject takes –2 on attacks, checks, saves, and AC and –20 ft. penalty to speed, might be paralyzed.
Defenestrating Sphere (F) (SpC): Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Floating Disk, Greater (SpC): As floating disk, but you can ride it.
Force Claw (SpC): Claw of force guards an area, making opportunity attacks.
Force Missiles (SpC): Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forceward (SpC): Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Forcewave (SpC): Bull rushes all creatures within 10 ft.
Orb of Force (SpC): Globe of force deals 1d6/level damage (max 10d6).
Resilient Sphere: Force globe protects but traps one subject.
Sword of Deception (SpC): Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Vortex of Teeth (SpC): 3d8 points of damage due to force per round to all creatures in the area.
Wingbind (SpC): A net of force entangles the subject, causing it to fall from the sky.
5th Level Mage of the Unseen Hand Spells
Bigby's Interposing Hand: Hand provides cover against one opponent.
Cyclonic Blast (SpC): Deals 1d6 damage/level, knocks down creatures.
Dance of Blades (PHB2): A weapon attacks on its own.
Fly, Mass (SpC): One creature/level flies at speed of 60 ft.th Level Mage of the Unseen Hand Spells
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Raise from the Deep (SpC): Creature or sunken ship made buoyant.
Shard Storm (SpC): Blast deals 3d6 damage to creatures in area.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Wall of Force: Wall is immune to damage.