Difference between revisions of "Midna's Helping Hand"
(Created page with "'''Midna's Helping Hand''' 3 Tokens Cost: Up to (Willpower) Magic (Bind) Range: Burst (Bound Willpower/2) Effect: You summon a magical hand that can carry items as if yo...") |
|||
Line 8: | Line 8: | ||
Effect: You summon a magical hand that can carry items as if you were carrying them in your own hand. It has a movement of (Bound Magic), moves in your turn and ignores land-based difficult terrain, but has to stay within a Burst (Bound Magic/2) around you. Should your movement force the hand outside that range when it has no movement left, move the hand into the closest tile within range. | Effect: You summon a magical hand that can carry items as if you were carrying them in your own hand. It has a movement of (Bound Magic), moves in your turn and ignores land-based difficult terrain, but has to stay within a Burst (Bound Magic/2) around you. Should your movement force the hand outside that range when it has no movement left, move the hand into the closest tile within range. | ||
+ | |||
You can swap a carried item as a free action with an item a willing, adjacent target is carrying or has on its Belt, or swap an item within a willing, adjacent targets backpack as a minor action. Helpless and inanimate targets count as willing. | You can swap a carried item as a free action with an item a willing, adjacent target is carrying or has on its Belt, or swap an item within a willing, adjacent targets backpack as a minor action. Helpless and inanimate targets count as willing. | ||
− | The hand uses (Bound Magic) as its Athletics to determine its 1h Lifting capacity and it uses your Guard Stats to evade attacks and resist Maneuvers where applicable. It has a bonus of (Bound Magic/2) against attempts to be disarmed. Its Defense is (Weapon Damage) and every HP it would lose, burns 1 bound Magic instead. The spell ends when all Bound Magic is burned. The hand drops everything it is holding in its square when the spell ends. | + | |
+ | The hand uses (Bound Magic) as its Athletics to determine its 1h Lifting capacity and it uses your Guard Stats to evade attacks and resist Maneuvers where applicable. It has a bonus of (Bound Magic/2) against attempts to be disarmed. Its Defense is (Weapon Damage) and every HP it would lose, burns 1 bound Magic instead. The spell ends when all Bound Magic is burned. The hand drops everything it is holding in its square when the spell ends. | ||
+ | |||
All skill rolls using the hand take a -2 penalty, and attacks or Combat Maneuvers using the hand always count the target as hard to hit. | All skill rolls using the hand take a -2 penalty, and attacks or Combat Maneuvers using the hand always count the target as hard to hit. | ||
+ | |||
The GM has final say whether a Maneuver can be used by or against the hand, or not. | The GM has final say whether a Maneuver can be used by or against the hand, or not. |
Revision as of 10:41, 3 May 2020
Midna's Helping Hand
3 Tokens
Cost: Up to (Willpower) Magic (Bind)
Range: Burst (Bound Willpower/2)
Effect: You summon a magical hand that can carry items as if you were carrying them in your own hand. It has a movement of (Bound Magic), moves in your turn and ignores land-based difficult terrain, but has to stay within a Burst (Bound Magic/2) around you. Should your movement force the hand outside that range when it has no movement left, move the hand into the closest tile within range.
You can swap a carried item as a free action with an item a willing, adjacent target is carrying or has on its Belt, or swap an item within a willing, adjacent targets backpack as a minor action. Helpless and inanimate targets count as willing.
The hand uses (Bound Magic) as its Athletics to determine its 1h Lifting capacity and it uses your Guard Stats to evade attacks and resist Maneuvers where applicable. It has a bonus of (Bound Magic/2) against attempts to be disarmed. Its Defense is (Weapon Damage) and every HP it would lose, burns 1 bound Magic instead. The spell ends when all Bound Magic is burned. The hand drops everything it is holding in its square when the spell ends.
All skill rolls using the hand take a -2 penalty, and attacks or Combat Maneuvers using the hand always count the target as hard to hit.
The GM has final say whether a Maneuver can be used by or against the hand, or not.