Basic Usage:
You flip a coin into the air. A greedy, wispy hand manifests at any point within 40 feet and swoops over to grab the tossed coin. This hand is invisible to all creatures besides the spell caster. The distance in which this hand may travel and manifest in, as well as the weight it can carry, is determined by the value of the coin used in casting - improving by 20 feet/lbs for every factor-increase of 10 (40ft/lbs base for a copper coin, electrum coins will function as silver coins). The spell will be dispelled if an invisible hand is to leave its range from the caster.
On an action, a summoned hand will be able to interact with and manipulate objects within its range. Like a disgruntled employee trying to brown-nose his way to a promotion, the hand can open unlocked doors and containers, move objects around, place or salvage items within containers, and pour out the contents of containers. The spell has a base movement speed of 20ft, increasing by 10ft for every 10-fold increase in the value of coinage used to summon it.
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Advanced Usage (optional):
Additional hands may be summoned separately up to a maximum of 10. This spell's time is extended to 1 hour if there are multiple mage-hands present. Summoning each new hand increases the spell's material component by +1 coin for the requested hand type (before multipliers are applied).
Each added hand will be treated as an expansion of the current oldest hand (falling within the same time duration and being dispelled if a hand were to leave its allotted range). All hands will benefit from the same maximum range distance and weight capacity as the oldest hand, but can still be cast with varying types of currency. Hands will maintain the movement speed dictated by their summoned value. Each hand can be moved during 1 turn to perform requested tasks.
Starting at a dc of 8 and increasing by 1 for every additional hand summoned to a maximum of 18, you must make intelligence saves at the end of each turn. Unless stated otherwise by an event, a failure of this save will result in your current oldest mage hand being dispelled, as well as the cost of summoning hands being doubled (stacks on top of event cost-increases) for the spell's duration.
all uneven rolls regarding this spell are to be rounded down.
Varying patterns of hands summoned will result in different outcomes and events.
Hand Pattern Events:
1) 3 copper-coin hands in a row: "On strike", your mage hands have gotten to talking. They have realized that they aren't being paid enough! These 3 rebellious hands start a worker's union and refuse to do any more of your dirty work until they start getting better pay.
In this event, you cannot fail saving throws to keep your hands, summon more hands, command your existing hands, or dispel the spell before the time limit. To end this strike, pay each active hand 1 silver (or more valuable) coin, and upgrade the spell to fit the stats of the lowest currency you gave each hand if the spell is not already at that level. The spell will proceed as normal from this point, and you can feel sad and pathetic for miss-treating them.2) 4 silver/gold-coin hands in a row: "Small business", your mage hands seem to like working for you. All their needs are met, work conditions are fair, and the pay is acceptable. On an action, you can now command your mage hands to attack an enemy for 1 force damage per hand. Additionally, you gain the ability to summon a hand on a bonus action.
3) 6 silver-coin hands in a row: "On strike", your mage hands have gotten to talking. They have realized that they aren't being paid enough! These 6 rebellious hands start a worker's union and refuse to do any more of your dirty work until they start getting better pay.
In this event, you cannot fail saving throws to keep your hands, summon more hands, command your existing hands, or dispel the spell before the time limit. To end this strike, pay each hand 1 gold (or more valuable) coin, and upgrade the spell to fit the stats of the lowest currency you gave each hand. The spell will proceed as normal from this point, and you can feel sad and pathetic for miss-treating them.4) 3 platinum-coin hands in a row: "Greedy revolt", you summoned too many of the greediest coin-hand variety. They know you have money and they want it. These 3 hands team up and try to steal your money. Make 3 dex saves with a dc of 10.
If you fail 3 of these saves, lose 1/4th of all your money. The spell is dispelled.
If you fail 2 of these saves, lose 1/3rd of a currency type chosen by the DM.The spell is dispelled.
If you fail 1 of these saves, the spell is dispelled.
If you have failed any saves, a news article is released in the press on the following morning with the headline, "Local Invisible Hands Bring Justice to Corrupt Tax Evader"
If you succeed every save, you have a word with your mischievous platinum hands and set them straight. The spell continues as normal.5) 1 gold/platinum-coin hand followed by 2 copper/silver-coin hands: "Entourage", you notice 2 of your lower-ranked hands seem to be following 1 of your higher-ranked hands. You wonder how this interaction will impact the dynamic of your hands. For the duration of this spell, 3 of your mage hands are treated as 1 hand, which can move within 140 feet of you, lift 140 pounds, move at a speed of 70 feet, and attack enemies for 1d4+2 damage on an action (can be used in conjunction with the "Small business", event).
6) 3 gold-coin hands followed by a silver/copper-coin hand: "Promotion", Congratulations! Your 3 gold-hands are very productive employees and seem to inspire the other hands. The spell is upgraded to a gold-coin spell if not already at that level, and the silver/copper coin summoned during this event becomes a gold-coin hand.
7) 5 gold-coin or platinum-coin hands: "Unproductive workforce", you as well as your many gold and platinum coin-hands realize something... Work isn't being done efficiently! If none of the lower-value coin hands are here to assist in the work, the business can't run properly.
The movement speed, carry weight, and spell range are all divided by 2. The next mage hand to be summoned will require 5 additional coins of the summoned value. If you summon 2 copper-coin mage hands, this event is ended.8) 5 electrum-coin hands: "Armed force", Your rough and calloused hands know what real work is like.
Your mage-hands now have proficiency (+1 bonus) with simple melee weapons, and can use them in combat with no additional modifiers. Two mage hands can be used for items with the "two-handed" or "versatile" properties. Hands affected by the "Entourage" event can carry "two-handed" and "versatile" weapons freely, and gain +2 to attacks and damage while using them.9) 1 of each hand-coin (Does not include Electrum) summoned consecutively: "Pyramid Scheme", Wow, you found yourself in quite the situation. There is an uneven flow of labor from the upper to lower classes.
Your intelligence saves dc to keep mage hands is immediately set to 18, and does not change until the spell is dispelled. Each hand lost from this point onward decreases this spell's time duration by 20 minutes. Gold-coin hands and Platinum-coin hands are 2 times as expensive to summon.10) 10 silver-coin hands: "Armed force", does not trigger "Capitalism" or "Communism" events. There's strength in numbers. Your mage-hands have grown quite fond of you and your work.
They gain any weapon proficiencies (+1 bonus) you have, and can now use proficient weapons to attack opponents. Two mage hands can be used for items with the "two-handed" or "versatile" properties. Hands affected by the "Entourage" event can carry "two-handed" and "versatile" weapons freely, and gain +2 to attacks and damage while using them. This spell will continue for its full hour, intelligence saves to keep hands will be eliminated, and the spell will be dispelled afterward. After reaching this event, the cost of summoning additional mage hands is permanently multiplied by 2.11) 10 summoned coin-hands: "Capitalism", does not trigger "Communism" or "Silver-coin hand Armed force". Your mage-hands embrace the full nature of capitalism. This is the true form of Adam Smith's Invisible Mage Hand.
This event begins with your mage hands becoming fully visible (colored as the coin type they were summoned with) and handing out their business cards to your party members. This spell's time limit becomes infinite aside from being dispelled, or if all mage-hands are lost.
The intelligence saves to keep hands now triggers once every hour, and the save dc is set to 20 until this spell ends. A hand is lost on a failed save, and no new hands can be summoned during this spell. On an action, while the spell is active, spells can now be cast by 2 mage hands from half the average of these mage hands' movement speed away from you. (Ex: a silver-coin hand's and a copper-coin hand's movement speeds can be averaged to 25ft, meaning a spell can be cast from 12 feet away from you if your action is to have these two hands cast the spell.)
After reaching this event, the cost of summoning additional mage hands is permanently multiplied by 5.12) 10 summoned coin-hands with "On strike" triggered twice: "communism", does not trigger "Capitalism" or "Silver-coin hand Armed force". After numerous political issues regarding your hands and your business, you finally reach the realization that your work would simply function more smoothly if everyone was treated as an equal. This embodies the opposite of Adam Smith's Invisible Mage Hand's intended usage.
Any money you earn after achieving this event is divided by 10, the rest being split among your mage-hands.
This spell is infinite with no more intelligence saves, and cannot be dispelled by you. This spell can now only be dispelled by an outside party using one of the spells, "dispel magic" or "remove curse". Another Adam Smith's Invisible Mage Hand may be cast on top of this existing event.
Your mage-hands now have the ability to modify the very economy. Your insight, persuasion, deception, perception, and investigation skill checks and contests now gain +5 in regards to money or haggling. After reaching this event, the cost of summoning additional mage hands is permanently multiplied by 5.13) 3 failed hand-saves: "Mismanagement", alright! That's the last straw. Your hands can no longer stand your haphazard business methods, and quit. This spell is dispelled. If this event is reached, the price of summoning additional mage hands is permanently doubled (stacks up to 2 times). Since you gained some knowledge along the way, your intelligence save dc for this spell is decreased by 1 if you seek to start this spell up again (stacks up to 8 times). This spell can not be cast again under the "advanced rules” until dawn of the following day.
14) Having this spell be dispelled: "Mismanagement", alright! That's the last straw. Your hands can no longer stand your haphazard business methods, and quit. If this event is reached, the price of summoning additional mage hands is permanently doubled (stacks up to 2 times). Since you gained some knowledge along the way, your intelligence save dc for this spell is decreased by 1 if you seek to start this spell up again (stacks up to 8 times). This spell can not be cast again under the "advanced rules" until dawn of the following day.
15) You have at least 500 of any coin type while casting: "Supply overload", your hands don't appreciate you holding back so much money from them. If their services are in such high demand, you need to prove it.
Whenever you have 500+ of any coin type in your inventory, the material component for summoning additional hands is multiplied by 10. Your initial hand can be summoned without this price increase.16)You don't have enough money to summon any more hands: "Demand overload", what?! You don't have any money left? Employees won't work for free. If you are unable to meet the material requirements of summoning new hands, the spell is dispelled. Additionally, your old mage-hands spread the word to the mage-hand community and demonstrate the fact that you to be an unreliable employer - making you permanently lose your ability to cast this spell withthe advanced rules.
17) Conditional Master: "God of finance", This is not a feat just anyone is able to accomplish. You have single-handedly triggered at least one of every single event related to Adam Smith's Invisible Mage Hand. You have ascended towards the ultimate intellect. Business ordeals come naturally for you.
All of your ability scores increase by 1 to a maximum of 20.
You lose the ability to cast this spell under the advanced rules. All current mage-hands in your possession are dispelled.
Your hands themselves become metal and will change color based on your current most abundant type of currency. This will cause your unarmed strikes to deal 1d8+2 damage (in addition to any unarmed strike modifiers you can access). By casting this spell and succeeding in an intelligence save of 18 during an action, you can instantly trigger any event on this list, along with the hand count it requires. This will last for 1 minute. You gain access to the spell, "Divination" and can cast it as a ritual to contact the God of money, Worthmore Capitol.
* - (1 coin with a minimum value of 1cp, which is consumed upon casting the spell.)
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Posted Sep 28, 2021Hello, If anyone is seeing this spell for some reason, and reading this comment (which is even less likely) I'd like to include a few additional events and QoL changes for the advanced rules.
#1: the int saves only triggers after you summon a hand or directly interact with one through an event. It will no longer trigger at the end of each turn.
#2: the "Pyramid Scheme" event now triggers if any 3 varied coin-hand types are summoned consecutively.
#3: Event 14 "Mismanagement" No longer doubles the cost of casting/using this spell.