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(→‎Notes: More direct comparison of paralyze vs. immobilze (and directly indicate that "held" normally means "paralyze"))
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{{spell
[[Image:Is x1bigby5.gif|right|Bigby's Crushing Hand]]
 
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|icon=is_x1bigby5.gif
 
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|magelevel=9
'''Caster Level''': [[Wizard (class) | Wizard]] / [[Sorcerer]] 9
 
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|innatelevel=9
 
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|school=[[evocation]]
'''Innate Level''': 9
 
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|components=VS
 
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|range=l
'''School''': [[Evocation]]
 
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|area=single
 
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|save=none
'''Component(s)''': V, S
 
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|spellresistance=yes
 
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|duration=1 [[round]] / level
'''Range''': Long
 
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|line=Bigby's hands
 
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|line5=Bigby's interposing hand
'''Save''': [[Fortitude]]
 
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|line6=Bigby's forceful hand
 
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|line7=Bigby's grasping hand
'''Spell Resistance''': Yes
 
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|line8=Bigby's clenched fist
 
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|line9=Bigby's crushing hand
'''Area of Effect/Target''': Single
 
 
|desc=A giant hand appears and attacks the target. If it hits and
 
'''Duration''': 1 [[Round]] / Level
 
 
'''Description''': A giant hand appears and attacks the target. If it hits and
 
 
succeeds in a grapple check, the target is held fast for the duration of the
 
succeeds in a grapple check, the target is held fast for the duration of the
spell and suffers 2d6+12 points of damage each round.
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spell and suffers 2[[d6]]+12 points of [[bludgeoning damage]] each round.}}
 
==Notes==
 
*Added in the [[Expansion pack]]s.
 
   
 
== Notes ==
* grapple check works as follows: caster must beat target's ac by rolling 1d20 + casting stat mod + caster level + 12 - 1. if the first roll beats the target's ac, a second roll is made for the grapple check. 1d20 + casting stat mod + caster level + 12 + 4 verses the target's roll: 1d20 + target's bab + target's size modifier + target's strength modifier.
 
 
*Added in the [[expansion pack]]s.
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*The grapple check starts with a modified attack roll:
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d20 + caster's [[ability modifier]] + caster level + 12 - 1.
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:If this roll meets or exceeds the target's [[armor class]], then an actual grapple is attempted:
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''caster:'' d20 + ability modifier + caster level + 12 + 4 vs.
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''target:'' d20 + [[strength]] modifier + [[base attack bonus|BAB]] + [[size modifier]].
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:A tie means a successful grapple.
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* For these checks, casters with wizard levels use their [[intelligence]] modifier, and all other casters use [[charisma]].
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* The "held" effect is normally [[paralysis]], but a target that is immune to either paralysis or [[mind-affecting]] spells will be [[immobilize]]d instead. This allows the target to perform actions while held stationary and changes the options for removing this spell.
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** While ''[[remove paralysis]]'', ''[[freedom of movement]]'', and ''[[restoration]]'' will remove paralysis, none of these are effective against immobilization. (Removing the paralysis also removes the hand and associated damage.)
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** While [[dispel]]ling can remove any spell, it is particularly effective at removing spells that had inflicted immobilization.
   
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==Custom content notes==
[[category:Sorcerer/Wizard Spells]]
 
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*''Script:'' <code>x0_s0_bigby5</code>
[[category:Spells]]
 

Revision as of 00:59, 23 December 2019

Bigby's crushing hand

Spell level: sorcerer/wizard 9

Innate level: 9
School: evocation
Components: verbal, somatic
Range: long (40 meters)
Area of effect: single
Duration: 1 round / level
Save: none
Spell resistance: yes

Description: A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of bludgeoning damage each round.

Notes

  • Added in the expansion packs.
  • The grapple check starts with a modified attack roll:
d20 + caster's ability modifier + caster level + 12 - 1.
If this roll meets or exceeds the target's armor class, then an actual grapple is attempted:
caster: d20 + ability modifier + caster level + 12 + 4 vs.
target: d20 + strength modifier + BAB + size modifier.
A tie means a successful grapple.
  • For these checks, casters with wizard levels use their intelligence modifier, and all other casters use charisma.
  • The "held" effect is normally paralysis, but a target that is immune to either paralysis or mind-affecting spells will be immobilized instead. This allows the target to perform actions while held stationary and changes the options for removing this spell.
    • While remove paralysis, freedom of movement, and restoration will remove paralysis, none of these are effective against immobilization. (Removing the paralysis also removes the hand and associated damage.)
    • While dispelling can remove any spell, it is particularly effective at removing spells that had inflicted immobilization.

Custom content notes

  • Script: x0_s0_bigby5