Level
9th
Casting Time
1 Reaction *
Range/Area
Self
Components
V, S
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect

The player who casts this spell screams in rage and both their eyes temporarily turn purple. Seven skeleton hands with holes in their palms materialize around the caster. You can only use one hand effect besides FINALE per turn. FINALE can be used with another effect. Each hand can produce a different effect when triggered as stated below:

  • Hands of Justice: 1 Action: Two hands with the empty space in the palm going yellow appear. Each fires a succession of bolts at a target. The target must make a DC dexterity saving throw against your spell casting ability or take 12d6 force damage on a failed save and half as much on a successful one.
  • Hands of Bravery: 1 Action: Clench your own fist, which glows orange, and cause 8 small orange orbs to spawn at a point within 100 feet. The orbs explode in a 10 foot by 10 foot cube. Any creature in this area must make a DC dexterity saving throw against your spell casting ability or take 8d6 force damage and be knocked prone. On a successful save, a target takes only half damage and is not knocked prone.
  • Hands of Perseverance: 1 Bonus Action: Five hands with glowing purple in the empty space on the palm fly toward a target of your choice. The hands surround the target and attempt to pierce and ensnare them with purple strings. The target makes a DC dexterity saving throw against your spell casting ability. On a failed save, the target takes 4d6 piercing damage and is restrained. This piercing damage bypasses any resistances, immunities, or the like.
  • Hands of Patience: 1 Bonus Action: Your palm glows a light blue. Target one creature you can see within 100 feet. They make a strength check contested by your spell casting ability. If they lose, they are grappled by a light blue string and can be whipped anywhere within 100 feet, when they are then knocked prone and take 4d6 force damage. If they win, they are still grappled by a light blue string but is only able to be moved within 20 feet from their current location and can force you to move 10 feet in any direction. Neither of you are knocked prone.
  • Hands of Kindness: 1 Reaction which you take when you take damage: When you would take damage from a spell or effect you can activate this to cause the attack to deal only half damage. Any status effects that would effect you, such as grappled, prone, etc., does not take effect.
  • Hands of Determination: 1 Action: All seven of the hand's empty area where the palm would be glows red. Each can fire a red blast at a target of choice, which can be the same or different. A target must make a DC dexterity saving throw against your spell casting ability. On a failed save, they take 2d6 damage per hand targeting them. On a successful save, they only take half damage. If all of the hands target the same target, then they form a ring that fires one large beam. Anyone in a 100 foot by 20 foot line in the way of the beam must make a DC dexterity saving throw against your spell casting ability with disadvantage. On a failed save, they take 15d6 damage, are knocked back 10 feat, and are knocked prone. On a successful save, they take half damage, are not pushed, and are not knocked prone.
  • Hands of Integrity: 1 Action: Both your hands glow a dark blue. Different action cause this aspect to act different ways, as listed below:
    • If you aim your hand at a target, than three blue razors fire at a target. The target makes a DC dexterity saving throw against your spell casting ability. On a failed save, the target takes 2d6 force damage and 2d6 slashing damage per razor. The slashing damage bypasses any resistances, immunities, or the like. On a successful save, the target takes half damage per razor.
    • If you thrust both your hands out to the side, than three razors start to rapidly rotate you and progressively move out. Any creature within a 30 feet radius on the ground must make a DC dexterity saving throw against your spell casting ability. On a failed save, the target takes 2d6 force damage and 2d6 slashing damage per razor. The slashing damage bypasses any resistances, immunities, or the like. Additionally, they are pushed 5 feet outside of the 30 foot range. On a successful save, the target takes half damage per razor and is not pushed.
  • FINALE: 1 Action: Two giant hands, one with a blue palm and another with a red, appear above you with a large Gaster Blaster. Each hand can grapple a target medium or smaller, and can grapple a target Huge or smaller together. If trying to grapple a creature larger than they can grapple, the target of the grapple makes a DC 25 dexterity check to escape the grapple. If grappled, the a hand on its own can crush it target, deal 10d6 bludgeoning damage to it, which bypasses defense, and then releasing it. If two hands grapple the target, the hands can attempt to rip a target in half. The target can attempt to make a DC 30 strength check to escape the grapple. If the fail, they take 100 slashing damage, which bypasses defense. If the target is reduced under 50 hit points, they die if they cannot survive without half of their body. The grapple then ends. Finally, the Gaster Blaster, which covers a 150 foot by 50 foot area, fires. Anything in the area must make a DC 20 dexterity check. On a failed save, the target takes 10d10 force damage. Otherwise, the target takes half damage. After the attack ends, Chroma Hands ends and the caster falls unconscious for 1d6 days.
* - which you take when a friendly creature within 100 feet of you takes damage

Available For: Sorcerer (Legacy) Wizard (Legacy)

rjmadd08

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