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Hand of fate 2 mages
Hand of fate 2 mages







hand of fate 2 mages

While it's true that it doesn't clearly states the speed of movement, it's pretty obvious that "up to" means that this is the maximum distance covered in 6 seconds said that, it would be silly being able to get there in just one second, spending the remaining 5 wondering why you can't push it any further. It assumes the 10-lb carry weight means it can't impart more than 10 lbs on anything.)Ĭoncerning the possibility of using the magic hand as an offensive mean (beside showing the magical middle finger to someone :P): you guys are misinterpreting the description or are forcing a concept based on "what's not explicitly written". (Mage Hand calculations are contained in the following spoiler, if anyone's interested. At the end of the session, I'd allow them to add the Catapult spell into their spellbook. Once they figure out that they can expend a spell slot, they may pick up heavier objects (up to 5 lbs) and use the spell to deal 3d8 bludgeoning at a range of 60 ft, increasing by 1d8 for each spell slot above 1st.

  • First roll only: Scholars studying the applications of Mage Hand found they'd have to expend considerable focus and mental effort to make this situation work out to deal lethal damage.
  • You may have to expend considerable focus and mental effort to deal lethal damage next time.
  • DC-19 or 20 (14 or 15 + Proficiency + Intelligence) Returns exactly what they need to do for this to work.
  • This cantrip still doesn't seem to be doing damage, though.
  • You might be able to launch something with a written note on it this way, or even hit a button or ring a bell from a distance.
  • DC-15 (10 + Proficiency + Intelligence of any clever 1st-level wizard) Returns some creative uses of what they're trying.
  • Mage Hand is a cantrip-spell primarily for moving things, not killing people.
  • DC-12 (10 + Proficiency Bonus of any 1st-level adventurer) Returns basic knowledge of the cantrip.
  • You just don't get why it's not working.
  • Roll of 1-11 (Anything below average for an adventurer).
  • I'd ask them to make an Intelligence (Arcana) check every time they attempt Mage Hand this way, with something like the following results: If one of my players brought this up and tried to do it, I would allow the given motions, but it would deal no damage. Indirect actions such as loosing a chandelier or nudging a boulder off a cliff wouldn't be considered as such and would end up dealing damage. Personally, I think it's obviously an attack. It's up to the DM whether they'd consider this simply moving an object or an attempted attack. Whatever movements the hand takes, be it a punch or accelerating a rock to lethal speeds, it can't be treated as an attack. However, (and this is the cinch,) the spell also states that the hand can't attack. I imagine it can make lightning-fast movements, as long as it's not across a distance of more than 30 feet in that action.

    hand of fate 2 mages

    To quote the rules as written, "you can use the hand to manipulate an object," and "you can move the hand up to 30 feet each time you use it." The text places a limitation on the distance moved in one action, and not on the speed of that movement.

    hand of fate 2 mages

    I want to point out GMO is right in that the rules as written totally allow for the hand to perform this action, and the calculations check out.









    Hand of fate 2 mages