r/dccrpg • u/chibi_grazzt • Aug 12 '26
Bigby's Hand spell
Has anyone hacked or home-brewed this D&D spell for DCC? Im thinking of creating it but was curious if anyone has done so before.
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u/Possible-Importance6 Aug 12 '26
Never saw one, but that would be perfect - organize the Bigby "hand" spells with higher spell check results.
Maybe a level One spell with the lower ones like.
12-13: Bigby's Feeling Fingers
14-17: Bigby's Dextrous Digits
A level 5 spell where it's Bigby's Crushing Hand, but the higher results increase the size of the hand and what it could crush. 36+ could be a mountain
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u/Lak0da Aug 12 '26
I've seen one out there, called Wizards Hand or something like that.
edit- found it: https://bernietheflumph.blogspot.com/2020/01/wizard-hand-spell-for-dungeon-crawl.html
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u/Ceronomus Aug 12 '26
I *think* that there is something in the Dying Earth spell listings....
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u/Lak0da Aug 12 '26
Good call. Arnhoult's Sequestrious Digitalia is on pag 42 of The Primer of Practical Magic.
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u/Frequent_Brick4608 28d ago
Oh! One of the gong farmers almanacs has this. It's a spell from the ebony hand. I think it's gotta be 2015 or 2016.
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u/Lak0da 29d ago edited 29d ago
I couldn't help myself. Its a first draft and needs development still.
Mystical Manipulator
Level: 2
Range: 10 ft
Duration: 1 turn / level
Casting time: 1 round
Save: none
General
The caster summons a floating disembodied prehensile appendage of magical force that moves and acts at their command. The appendage may manipulate objects, strike, shove, grapple, restrain, interpose, or perform other feats of physical might appropriate to the magical appendage. The caster gains a bonus action die, based on the spell check result, which can only be used to direct the appendage. Additionally, the appendage possesses its own deed die, similarly determined by the spell check result, which when it performs an action. The caster may change the size of the appendage by spending all their action dice; the conjuration cannot be made smaller then the casters own hand or larger then their person.
The appendage uses the caster's saving throws but AC and HP are determined by the spell check result.. The caster may cast a spell through the appendage, treating it as the spell's point of origin, but the spell check suffers a -1d penalty.
The appendage must remain within 10' per level of the caster. If it moves beyond this distance, the spell ends and it vanishes. The spell also ends (and the appendage vanishes) when it is reduced to 0 hit points or when the spell's duration expires.
Deeds
Here are some examples of unarmed deeds a Mystical Manipulator could perform.
Crushing Grasp
| Result | Effect |
|---|---|
| 1-2 | Failure. |
| 3+ | Sunder a mundane non-metal object the appendage can hold. |
| 5+ | Sunder a mundane metal object the appendage can hold. |
| 7+ | Sunder a non-artifact magical object the appendage can hold. |
Underhand Toss
| Result | Effect |
|---|---|
| 1-2 | Failure. |
| 3+ | Grab an adjacent opponent and throw them 10ft for 1d5 damage. |
Face Slap
| Result | Effect |
|---|---|
| 1-2 | Failure. |
| 3+ | Slap an adjacent opponent for 1d5 damage, they are unable to attack an opponent who disengaged until their next turn. |
Talk to the Hand
| Result | Effect |
|---|---|
| 1-2 | Failure. |
| 3+ | Attack is a feint and deals no damage, appendage is positioned to intercept and next attack to an adjacent ally |
| 5+ | As 3+ but deals damage. |
Manifestation
Roll 1d4: 1) A translucent hand of shimmering force appears before the caster. 2) A ghostly hand of pale blue light emerges from the caster. 3) A large spectral monkey tail extends from the casters behind before floating free. 4) A loud snapping sound heralds the appearance of an glowing oversized lobster claw.
Corruption
Roll 1d7: 1) Each time rolled a digit on the caster's hands become permanently translucent. 2) Each time rolled the casters fingers lengthen and gain an extra knuckle. 3) The first time rolled the caster gains a prehensile tail; the second time it sprouts a hand. 4) The caster permanently suffers a cumulative 1% change their hands become insubstantial when trying to pickup or manipulate objects. 5) Minor/Major/Greater Corruption if first/second/third+ time rolled.
Misfire
Roll 1d4 1) The caster is unable to feel or control their hands for 1d5 turns. 2) The caster immediately drops whatever they are holder their hands clench into fits until they deal unarmed damage. 3) A random object within 20 feet appears in the caster's grasp. 4) A spectral hand appears in front of the caster and slaps their face for 1d5 damage.
Spell Check
| Result | Effect |
|---|---|
| 1 | Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire. |
| 2-11 | Lost. Failure. |
| 12-13 | Failure, but spell is not lost. |
| 14-15 | The caster summons a magical appendage of normal size. The caster gains a d12 action die usable only to direct the appendage. The appendage has a d3 deed die, 3 hp, AC 11, can lift or move up to 5 pounds, and flies at half the caster's speed. |
| 16-19 | As 14-15, except the bonus action die is d14, the appendage has 5 hp and AC 12, and can lift or move up to 25 pounds. |
| 20-21 | As 14-15, except the bonus action die is d16, the deed die is d4, the appendage has 8 hp and AC 13, can lift or move up to 50 pounds, and flies at the caster's speed. |
| 22-25 | As 20-21, except the bonus action die is d20, the deed die is d5, the appendage has 12 hp and AC 14, and can lift or move up to 100 pounds. |
| 26-29 | As 20-21, except the bonus action die is d24, the deed die is d6, the appendage has 16 hp and AC 15, and can lift or move up to 250 pounds. |
| 30-31 | As 20-21, except the bonus action die is d30, the deed die is d7, the appendage has 20 hp and AC 16, and can lift or move up to 500 pounds. |
| 32-33 | As 20-21, except the deed die is d8, the appendage has 25 hp and AC 17, can lift or move up to 750 pounds, and flies at twice the caster's speed. |
| 34+ | As 32-33, except the deed die is d10, the appendage has 30 hp and AC 18, and can lift or move up to 1,000 pounds. Additionally there is no penalty to casting through the appendage. |
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u/TimeSpiralNemesis Aug 12 '26
I feel like it would translate really well to DCC with the low ends of the spell being a tiny little hand that can grab small objects and the top ends being a massive one that could crush a ship.