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Dungeons & Dra.. D&D Next General D.. Mage Hand, More than Just a Cantrip (Comments?)
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3 months ago  ::  Feb 16, 2013 - 3:13AM #41
ren1999
Date Joined: May 23, 2012
Posts: 601
So here, we see where it might be possible for a power to trade multiple actions for area damage.

The idea is to trade something.
More Actions/Speed for Greater Damage
Greater Damage for More Actions/Speed
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3 months ago  ::  Feb 16, 2013 - 5:08AM #42
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,233
I think I understand a bit what your attempting, but I think you are going about this a bit wrong for Mage Hand. There is a progression of Bigby's Hand spells that would be a great basis for creating the "Mage Hand" family of spells/effects based on the slot level it is cast at.

Mage Hand (conjuration, force)
You conjure a spectral hand to assist you.
Effect: A spectral, floating hand appears at a point you choose within 50 feet of you. The hand lasts for 1 minute, and can be sustained afterwards by concentration. The hand vanishes if it is ever more than 50 feet away from you.

As an action, you can have the hand perform an action that only requires a single hand (such as manipulating an object or grabbing a creature). This includes assisting other actions taken by someone else. The hand is impervious to physical damage, but can be forcefully moved with an opposed Strength check. Attacks with the hand are treated as an unarmed attack (naturally), using the better of your MAB or the hand's Strength bonus (minimum 0). You can spend your movement to move the hand an equal distance (i.e.: you move at half speed if you want to move both yourself and the hand). The chart below lists the Strength score and maximum size of the hand based on spell level it is cast at. You can change the size of the hand as part of another action.
Spell Level Str Score Max Size
0 3 Tiny
1 6 Tiny
2 9 Small
3 12 Small
4 15 Medium
5 18 Medium
6 20 Large
7 20 Huge
8 20 Gargantuan
9 20 Colossal


Overall, I don't think the spell is balanced, but I present it as a starting point.
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3 months ago  ::  Feb 16, 2013 - 5:28AM #43
ren1999
Date Joined: May 23, 2012
Posts: 601
I didn't think of monster size when saying that you can sling 1 target.
How about you can sling a medium size target at 1st to 5th,
A large target from 6th to 10th,
A huge target from 11th to 15th,
A Gargantuan target from 16th to 20th,
A Colossal target from 21st to 25th level.
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3 months ago  ::  Feb 16, 2013 - 5:46AM #44
justmike1976
Date Joined: Jun 2, 2012
Posts: 1,385
the origional reason they created that spell in 1st edition as spectral hand was to be able to deliver touch attack spells without putting yourself in combat range. but it seems like a bigbys hand spell and spectral hand combination
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3 months ago  ::  Feb 16, 2013 - 7:18AM #45
xladyfayre
Date Joined: Dec 21, 2012
Posts: 709

Feb 13, 2013 -- 10:21PM, Rory wrote:

Feb 13, 2013 -- 10:04PM, xladyfayre wrote:

Feb 13, 2013 -- 10:01PM, Rory wrote:

Feb 13, 2013 -- 9:12PM, xladyfayre wrote:

Feb 13, 2013 -- 8:19PM, FallingIcicle wrote:

I think mage hand should be able to attack. I want to be able to project telekinetic force like Gandalf and Saurumon. I also think the weight limit should scale with level. The damaging cantrips all scale with level, so why not mage hand?



That's how I feel. I mean I love TV shows like Charmed. Prue was able to telekineticly make someone's tie choke them as well as throw them into walls. Obviously throwing someone into a wall is more than what mage hand should be able to do but throwing a rock or a dagger is creative and is within the range of weight. 




Even if there was a spell like that which there might be there is no reason to use it. The current Wizard isnt designed for duals. Why have a telekinetic wrsetling match when intiatives one spell and Ray of Frost ends every dual in a two rounds or less?



Because maybe something like a small telekinesis spell could be effective if its created? Personally I never chose to do anything like that since the option was never there. But honestly telekinesis is a power that has interested me since watching Charmed- well even before that with The Secret World of Alex Mack.




Do you want a lesser version of Telekenisis to be more effective than a two spell combo that causes kills in two rounds?



It doesn't need to be more effective- just more interesting or comparable to swinging a weapon. I envision being able to throw a dagger, dart or other small objects at a target and not some kind of duel. 

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3 months ago  ::  Feb 16, 2013 - 6:57PM #46
ren1999
Date Joined: May 23, 2012
Posts: 601
Mage Hand force
utility
off-hand int vs dc10 Initial range is 30 feet. Move an additional 16kg (sack of potatoes) an additional 5 feet per turn every level-up. Reroll int vs dc 10 every turn to maintain your concentration. As an off-hand action, add your power die in force damage to your main weapon attack with reach 30 feet with an additional 5 feet every 5 levels. Or as an off-hand action, at this range, you may affect a target with a touch power. 
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Dungeons & Dra.. D&D Next General D.. Mage Hand, More than Just a Cantrip (Comments?)
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