arguskos
2008-09-04, 05:06 PM
I always thought the 3.5 Hand of Vecna was pretty damn boring, so I rewrote it to be far more powerful... and dangerous.
The Hand of Vecna
The Hand has fifteen powers, each linked to a primary finger. Five powers are one finger only, five are two fingers, and the final five are the whole hand. All powers save for the single finger powers have limitations on their usage though: life energy. The negative levels and the ability drain cannot be healed by anything except for time.
Each single finger can be used one/day.
Each pair of fingers can be used one/week.
Each whole-hand power can be used one/month.
Single-Finger
Thumb: Associated with divination. Casts arcane sight.
Index: Associated with conjuration. Casts summon monster III.
Middle: Associated with evocation. Casts fireball.
Ring: Associated with transmutation. Casts haste.
Pinky: Associated with necromancy. Casts vampiric touch.
Two-Finger
All two-finger powers deal the user 1d4 negative levels for one day.
T+I: true seeing
I+M: acid storm
M+R: prismatic spray
R+P: disintegrate
P+T: finger of death
Whole-Hand
All whole-hand powers drain 1d4 points from ALL of the wielders stats for one week.
Thumb: hindsight
Index: gate
Middle: meteor swarm
Ring: time stop
Pinky: wail of the banshee
There is a final power to the Hand. By channelling the wielder's life force, the Hand may consume them to power a wish spell. The wish is assured to take effect, assuming it can be done. There is no return from this oblivion though.
The use of any two-finger abilities causes the user to shift one step closer to evil (no save). The use of a whole-hand ability causes the user to become Neutral Evil (no save).
Caster Level: 20th. Overwhelming Varied. Price: - (major artifact).
Thoughts? Concerns? Caring?
-argus
The Hand of Vecna
The Hand has fifteen powers, each linked to a primary finger. Five powers are one finger only, five are two fingers, and the final five are the whole hand. All powers save for the single finger powers have limitations on their usage though: life energy. The negative levels and the ability drain cannot be healed by anything except for time.
Each single finger can be used one/day.
Each pair of fingers can be used one/week.
Each whole-hand power can be used one/month.
Single-Finger
Thumb: Associated with divination. Casts arcane sight.
Index: Associated with conjuration. Casts summon monster III.
Middle: Associated with evocation. Casts fireball.
Ring: Associated with transmutation. Casts haste.
Pinky: Associated with necromancy. Casts vampiric touch.
Two-Finger
All two-finger powers deal the user 1d4 negative levels for one day.
T+I: true seeing
I+M: acid storm
M+R: prismatic spray
R+P: disintegrate
P+T: finger of death
Whole-Hand
All whole-hand powers drain 1d4 points from ALL of the wielders stats for one week.
Thumb: hindsight
Index: gate
Middle: meteor swarm
Ring: time stop
Pinky: wail of the banshee
There is a final power to the Hand. By channelling the wielder's life force, the Hand may consume them to power a wish spell. The wish is assured to take effect, assuming it can be done. There is no return from this oblivion though.
The use of any two-finger abilities causes the user to shift one step closer to evil (no save). The use of a whole-hand ability causes the user to become Neutral Evil (no save).
Caster Level: 20th. Overwhelming Varied. Price: - (major artifact).
Thoughts? Concerns? Caring?
-argus