New Spell: Tuzenbach's Crawling Hand

Tuzenbach

First Post
First off, I'd like to thank Ferret and JimAde for their beneficial feedback earlier in the week. Next, I've not done this before so feel free to offer any constructive criticisms. Thanks!

Just to annoy people, I've changed the name of the spell. Anytime you see it mentioned below, try and imagine the *new* name.



Tuzenbach's Crawling Hand

Necromancy


Level: Clr/Sor/Wiz 3
Components: V, S
Casting Time: 1 minute
Range: 25 ft./level
Target: You
Duration: 10 minutes/level

This spell allows the Necromancer to remove one of his or her hands while maintaining motor control over it. There is no blood involved in the procedure as a firm, coagulative film immediately forms over both ends of the wrist, severed just below the intersection of the radius and ulna.

While the hand is separated from the Necromancer the former has the following statistics: Str/Dex/Con are equal to that of the caster plus the caster's level. So if an 8th level caster with Str 9, Dex 11, and Con 14 were to cast the spell the hand would have a Str of 17, Dex 19, and Con 22. Please note that an enormously strong hand is only capable of so much without the support of an arm, shoulders, and upper body.

The hand's AC is 20 plus the level of the caster, so from the above example, that particular hand would have an AC of 28. Hit points are one per caster level plus the hand's Con bonus where applicable. The hand noted above would have 14 hit points; 8 for caster level and another 6 for a high Constitution.

Once created, the hand automatically gains the skills Hide, Jump, and Move Silently with a bonus equal to the caster's level. Continuing from the above example then, Hide +8, Jump +8, and Move Silently +8. Additionally, the hand receives the Rogue's Uncanny Dodge and Improved Evasion abilities. These assume that the caster (or rather, the caster's hand) is a Rogue of the same level. Saving throws are that of the caster plus the modified ability bonus (see above) for Reflex and Fortitude. Will is discussed later.

Tuzenbach's Hand functions very differently depending upon the caster's level of ability:

5th Level: The caster can select one of the following modifications toward enhancing the effectiveness of the hand:

a) The addition of an eye from the caster. The user simply
removes his or her eye and places it on the back of the
hand to which it grafts immediately. This allows the
caster sight wherever the hand travels.
b) The inclusion of the caster's ear. The ear grants
audio perception to the caster no matter
where the hand finds itself, unless it's
wandered out of range. As with the eye and hand
removal, there is no bloody mess.
c) The ability to Spider Climb as the spell of the same name.
This lasts so long as the hand is separated from it's
master.
d) Invisibility as the spell of the same name. Again, this
lasts as long as the Tuzenbach's Hand spell is in
effect.

Speed: 20 ft., climb 10 ft.

6th Level: The caster can select two of the above options instead of just one. Speed: 20 ft., climb 15 ft.

7th Level: The caster can select three of the above options. In addition, any 0 level spell that the Necromancer has readied can be cast through the hand, where applicable. Please note that certain sorts of spells are just not possible to cast through the Tuzenbach's Hand spell. This will be further discussed later on. Speed: 25 ft., climb 15 ft.

8th Level: Options "a" through "d" may all be used simultaneously to augment the hand's effectiveness. Where applicable, all known 1st level spells may be cast through the hand
by the hand's owner. Speed: 25 ft., climb 20 ft.

9th Level: As above, though now all applicable and known 2nd level spells can be cast through the hand. Speed: 30 ft., climb 20 ft.

10th Level: As above, only pertaining to 3rd level spells or lower. Speed: 30 ft., climb 25 ft.

11th Level: As above, though stretching to 4th level spells. Speed: 35 ft., climb 25 ft.

12th Level: The eye, ear, Invisibility and Spider Climb abilities plus all known and applicable spells from level zero to five are at the disposal of the 12th level caster. Speed: 35 ft., climb 30 ft.


Certain spells which are modified or merely unable to be cast through Tuzenbach's Hand are:

Burning Hands; damage for this is 1d2 instead of 1d4, as two hands are needed for a "proper" casting. Change Self; this changes the hand, not the caster unless the caster is within range of the hand and wishes to be the recipient of the spell. Mount; the summoned mount will arrive in the presence of the caster or the hand, caster's choice. Message; this won't work unless the hand taps out a message in morse code or finds a similar way of conveying information. Detect Thoughts; as the hand has no brain, it can neither detect thoughts let alone distinguish them. Whispering Wind; much like Message, the caster would have to have the hand beat a drum or tap a rhythm to send a message through the air. Charm Animal/Monster/Person; these really only apply at a significant penalty imposed by the DM. It's difficult enough casting a Charm spell when one's a whole body, but just a hand with a couple of bits attached? The hand would have to do summersaults or spin around or something similar for this to have any chance of succeeding. Ordinarily though, these are not applicable spells for use with Tuzenbach's Hand. Hypnotism/Suggestion/Enthrall/Command; See Charm. Ventriloquism; Oddly enough, this one works. It's center point is the hand while the caster decides what sounds should be sent through it and such. Read Magic; in the case of an eyed-hand coming across a scroll or tome or some sort, it's very possible for the caster to see through the eye and perform the spell. Of course, none of this reading would be audible anywhere near the bit of literature in question, especially if the caster's in the building next door!

The above are but a few examples of the variation in function when casting spells through the detached Tuzenbach's Hand.

As it's extremely difficult (if not impossible) to send mind affecting spells through the hand (Charm, Suggestion, etc.), it's just as difficult for the Necromancer to receive their baneful affects from another caster via the hand. The hand acts as a sort of "buffer zone" between the harmful spell(s) and the caster allowing for double the base modifier to the Will saving throw. Thus, a 7th level Cleric who'd ordinarily receive a +5 base Will Save would get a +10 if receiving mind affecting spells via Tuzenbach's Hand. Mind affecting Psionic powers are likewise guarded against.

Gaze attacks are treated as above with respect to the "buffer zone" logic. However, such attacks which would ordinarily cause petrification upon the "looker" would now firstly be applicable to the hand. If the hand fails it's Fort Save (remember, this is based upon the magical Con score the hand receives upon creation), it turns to stone. Only if the hand fails it's save is the caster then required to make a Fort Save (based on his stats, not the hand's). If he or she fails, then they are turned to stone as well.

In such an instance where the hand has taken damage, the caster is unaffected until joined with the hand again. At that time, the caster then assumes upon his person the damage taken by the hand. This can then be healed in the usual ways.

If the hand is destroyed (i.e., loses all it's hit points), the caster then loses a number of hit points equal to his or her level and the tough, coagulatory film melts away leaving the caster a bloody, stump-wristed mess. Only spells such as Regeneration and the like will make whole the spellcaster in the event of a lost hand/eye/ear.

If the hand wanders out of range or for some reason has not been reunited with it's caster before the spell's duration expires, the caster loses all control over it and has no physical sense of where it is. It's not dead, simply inert until the caster retrieves it. It can survive for one day per hit point while seperated from it's owner and inert. When all hit points are exhausted, the caster is the proud owner of a bloody-stumped wrist. Again, the caster then loses hit points commensurate with his or her level.

If the hand becomes petrified while the caster does not, nothing happens unless the hand is then smashed to bits. Providing there is both time and a means of retrieval and restoral, the caster will suffer no hit point loss.

Please note that Tuzenbach's Hand in no way, shape, or form creates an autonomous being. It merely separates the caster's hand from the rest of his or her body. If the caster's brain sends a message to the hand to crawl, it does. Granted, there are no nerves connecting the hand with the body as the spell bypasses this inconvenience, but it's as if there were, and that is the point. The spell's a conveyance for extended reach, espionage, reconnaissance, and (if need be) clandestine and long-range spell casting. Hence, any instance of the hand moving out of range of the caster would be the caster's own fault or the doing of a clever opponent. Range of the hand is 25 feet per caster level.

Though it's entirely possible that a double application of this spell could be utilized by the same caster (i.e., both hands, both eyes, both ears), this is extremely unwise! Aside from the fact that the caster would need to be guarded heavily, he or she would have to attach little pouches to either hand filled with the applicable material components should dual, long-range spell casting be desired. This would end up with a single hand in one location fumbling around for components with the other hand scores of feet away engaged in the same not-so-clandestine behavior. The idea is for only one spell application to be in effect at one time. This way, the spell caster and the still attached hand recite the incantations and mess with the components while the detached hand delivers the affects. Otherwise, things would become rather out of control. Please note that in any event, Tuzenbach's Hand does not increase the number of attacks per round of the caster, i.e., the separation does not multiply the caster, merely grants the ability of the caster to be in two places at once. He still remains one spellcaster, not two.

Magic rings will function on the hand, though only those which require no spoken command word function with ease. Otherwise, the caster would have to activate the ring via the Ventriloquism spell, Magic Mouth, or similar means. The same holds true for all voice-activated magic items which the hand could use.

Lastly, the caster needs to have a certain degree of concentration while directing the hand. The hand only moves in response to the caster's brain, so if it's occupied with more pressing matters, the hand will most likely cease movement. And especially if the caster's eye or ear are involved is concentration of paramount importance. Thus, the caster is best served by sitting down in some quiet, safe spot while directing his pieces into danger.
 
Last edited:

log in or register to remove this ad

There's a spell in the Book of Vile Darkness that seems similar to this... it's called Spider Hand. It's much simpler, and despite the book it's in, it isn't an Evil spell. Check it out.
 

UltimaGabe said:
There's a spell in the Book of Vile Darkness that seems similar to this... it's called Spider Hand. It's much simpler, and despite the book it's in, it isn't an Evil spell. Check it out.
OK, where were you six days ago when I was looking for feedback? LoL! I don't own that book, I'm afraid.
 

OK, besides UltimaGabe, I'v received no feedback since I've posted this over 24 hours ago. This either means:

1) It's really bad
2) It's really good
3) It leaves peole speechless
4) It criticism-proof
5) It's so long that nobody wants to read it to form an opinion! LoL
 

Actually, it seems pretty cool- it's just extremely long, and the presentation seems slightly convoluted, such that I suspect many are turned away by the tedium of giving you an intelligent reply.

Just my 2 bucks (Inflation)...
 

Faerl'Elghinn said:
Actually, it seems pretty cool- it's just extremely long, and the presentation seems slightly convoluted, such that I suspect many are turned away by the tedium of giving you an intelligent reply.

Just my 2 bucks (Inflation)...
Right! Now we're getting somewhere!

OK, I tried to think of all possible technical issues that would arise using the spell and write out solutions to these pit falls. Did I write too much?

Presentation-wise, how would you improve it without subtracting from the technical content? I've seen other spells and things written by persons with higher understanding of HTML codes and such. These have graphs and tables and things like that. Currently, this is beyond my capability. Would this be what you meant?

Thanks for the feedback!
 

Personally, I would narrow it a bit- the only similar example from any of the books that I can recall is Phantom Steed, which is far simpler. If you really want I would say that 3rd-level spell is probably a little too low for such a vast array of level-dependant benefits. You might divide the spell into 3 separate spells- maybe a 3rd-level, a 5th-level, and a 7th-level. Each successuve spell could have "as" the previous version (Lesser, Regular, and Greater), with a few added benefits. It seems as if you're trying to pack a high-level spell into the package of a low-level spell, upon which I would personally frown as a DM.

Anyway, I don't really have time to comment further at this point, but I hope this post helps you out.
 

Faerl'Elghinn said:
Personally, I would narrow it a bit- the only similar example from any of the books that I can recall is Phantom Steed, which is far simpler. If you really want I would say that 3rd-level spell is probably a little too low for such a vast array of level-dependant benefits. You might divide the spell into 3 separate spells- maybe a 3rd-level, a 5th-level, and a 7th-level. Each successuve spell could have "as" the previous version (Lesser, Regular, and Greater), with a few added benefits. It seems as if you're trying to pack a high-level spell into the package of a low-level spell, upon which I would personally frown as a DM.

Anyway, I don't really have time to comment further at this point, but I hope this post helps you out.
Ah, I see! Frankly, I thought of all that but, for me anyway, the notion of I & II & III & IV & etc. did seem a bit "convoluted" to me. I wanted a spell that would grow and evolve with the caster. Note that 1st level spells aren't castable through the hand until the caster reaches level 8. Now, I could have created a second version of the spell and made it 5th level or so, but I didn't see the need really. I mean, if you've got access to 5th level spells, why choose one that always you to cast a 1st or 2nd level spell at a distance? Chances are, a spellcaster would only then choose this spell if he or she had several 5th level spells to choose from, and by that time, why even bother with being clandestine and casting 1st and 2nd level spells? I just weighed things as best I could and reasoned what made the most sense to me.

FWIW, I do have higher level versions of the spell but I need more feedback before putting them out there. Thanks again!
 
Last edited:

Remove ads

Top