The suggested course of action can continue for the entire duration. Weiss, Samuel. If it succeeds, the effect ends. Wondrous item, artifact (requires attunement). Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Wondrous item[1] 5e Hand of Vecna issue? The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The spell’s unpredictable magic results in a difficult journey. If the condition isn’t met before the spell expires, the activity isn’t performed. These artifacts were pivotal to the events of The Hand and the Eye.The demilich Acererak had obtained the Eye and desired to possess the Hand in order to raise an unstoppable army of undead soldiers. On a failed save, the target takes 10d6 + 40 force damage. Creatures that can’t be charmed are immune to this effect. The artifact then magically grafted itself onto its wearer and became a functioning limb. On a successful save, the effect ends for it. Enhancement: Attack rolls and damage rolls Critical: +2d6 cold damage Property: If you are lawful good, good, or unaligned, you must succeed on a DC 15 Charisma If you or any of your companions damage the target, the spell ends. The hand has 8 charges. Duration: Concentration, up to 1 minute. Fragments of Vecna Tome of Shared Secrets Rod of the Whispered One Sword of Kas Left Ear of Vecna . The Hand Of Vecna? The eye cannot be removed. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. When attached as the hand of an already-powerful spellcaster, the Hand of Vecna serves mostly as a small buff to their available spell slots. The hand is a mummified and shriveled left extremity. The Hand of Vecna. eye (which I know are both on the DMG) and the left ear (Dragon Magazine #359) none have a source. The Hand was a desiccated, mummified left hand. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Using the eye’s X-ray vision never causes you to suffer exhaustion. Duration: Concentration, up to 1 minute. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered. Detail version: I'm trying to build a boss-level villain for a long-term game and came up with the concept of a king that has procured the Hand of Vecna and is now hunting for the Eye of Vecna. Properties of the Eye and Hand. Casting Time: 1 action The Hand of Vecna was a powerful and evil artifact that granted its wearer access to supernatural strength and powerful spells. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. Value Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. At the end of each of the target's turns, it can make a Constitution saving throw against the spell Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. Range: 30 feet The name Vecna is an anagram of Jack Vance, the fantasy author whose "fire-and-forget" magic system is used in Dungeons & Dragons. The eye looks like a bloodshot organ torn free from the socket. 35,000 gp 180,000 gp Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Vecna is an evil deity in the D&D universe, and is considered the quintessential and ultimate "bad guy". You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Your Strength score becomes 20, unless it is already 20 or higher. 1st Edition Statistics[2] 8th-level Enchantment Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. In reading the major beneficial property options for an artifact, I saw it allows someone to cast 7th level spells, and reading through the options I saw "Regeneration" and that triggers a question. More interesting is the explicit call-out of Exandria and the events with Vox Machina there, making all of Critical Role full D&D Canon. Range: 60 feet A magic item is unaffected by this spell. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. The target can act normally on its turn if you choose no creature or if none are within its reach. Required A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Rarity Some say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. The next things to be unlocked are as follows : $45,000—Fire arms, explosives, and alien technology; $50,000—Table of Contents; The Dungeon Masters Guide can be preordered right now, for the release date of December 9th. Duration: Concentration, up to 1 minute. G. gyor Legend. "The Hand and Eye of Vecna." Relics: Dagger of denial, tome of the stilled tongue. "Vox Machina had been traveling for a means of stopping the ascension of the Whispered One, Vecna, the lich, seeking ascension to godhood. Menu. Roll 5d8; the total is how many hit points of creatures this spell can affect. 2nd-level Enchantment To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. Vecna's left hand and eye of Vecna's original "mortal" lich form, which have never been replaced in his later more powerful incarnations, are now high-valued and very dangerous magical artifacts. The eye has 8 charges. When you cast the spell, you choose seeing or hearing. Allies are nightmares, erinyes devils, and noble salamanders. (A mistake, I already know, but he used identify on it.) [1], The Hand was a desiccated, mummified left hand. So formidable and hideous was his temper that his subjects feared to speak his name. On a success, the spell ends. [1], Once attuned to the Hand of Vecna, a creature changed its worldview towards a neutral evil disposition. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. You and your group (or the target object) appear a random distance away from the destination in a random direction. The target must make a Wisdom saving throw. Take your favorite fandoms with you and never miss a beat. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Hand of Vecna Heroic Artifact This blackened, charred mummified left hand with long claw-like fingers is icy cold to the touch. Range: Self Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. The Eye of Vecna and the Hand of Vecna might be found together or separately. Similar Area. A shrine in Mystic, Connecticut contains the right arm of Saint Edmund, former Archbishop of Canterbury. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Components: V Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Be sure not to eat or sacrifice it—a good idea is to set it to an inventory letter you are unlikely to accidentally press. Components: V, S Unfortunately, [they] failed to do so as he transported his Shadowfell city of Thar Amphala into the Prime Material world. If it can’t, the spell is wasted. Make a ranged spell attack against the target. The Hand and Eye of Vecna first appeared in Eldritch Wizardry (1976). If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Even When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. 2nd Edition Statistics[3] To use the powers of the Hand of Vecna or the Eye of Vecna one is required to cut off one's own corresponding body part and affix Vecna's in its place. They work to corr… “False destination” is a place that doesn’t exist. You alter time around up to six creatures of your choice in a 40-foot cube within range. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. Removing the Hand of Vecna invariably killed its wearer. At Higher Levels. Removing the Hand of Vecnainvariably killed its wearer. After his experiences with his traitorous lieutenant, Kas, Vecna doesn't give his subordinates enough power to become rivals. though his body gradually withered and decayed, Vecna continued to expand his evil dominion. The fictional character Vecna has been named as one of the greatest villains in the Dungeons & Dragons roleplaying game. However, Vecna may have outdone himself in placing his ambition into the blade, for it began to sublely place thoughts of betrayal and rebellion into Kas' mind while masking Kas' thoughts to Vecna… The Hand of Vecna is effectively a +2 frost spiked gauntlet. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. You can use an action to see as if you were wearing a. You and your group (or the target object) appear where you want to. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. Also, the target can make a Wisdom saving throw at the end of each of its turns. Casting Time: 1 action He began to fear death and take steps to prevent his end from ever coming about. The Hand of Vecna and the Eye of Vecna are powerful artifacts left behind by the god Vecna and the only remnants from his physical body before ascending to godhood.. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. 2nd-level Enchantment It is one of the most powerful Artifacts in SLASH'EM.Although it is guarded by an army of L, Z, V and Vecna himself, most adventurers go through the trouble of killing them to aquire it. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. The eye grafts itself to your head and remains there until you die. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. If you start your turn with at least 1 hit point, you regain 1d10 hit points. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. Seldom is the name of Vecna spoken except in a hushed voice. Second, he gave Keyleth the inspiration she would need to later succeed against Feeblemind, and third, used a Counterspell against Vecna’s 6th level first attempt to Dispel him, making Vecna burn a 5th level spell … [1], If both the Eye and the Hand were to be attuned to the same creature, the wearer enjoyed numerous additional benefits, such as immunity to disease and poison, premonitions of imminent danger, the ability to turn an opponent's skeleton into jelly by touching it with the Hand, regeneration powers, and the ability to cast wish once every 30 days. Mishap. At the end of each of its turns, it can make another Wisdom saving throw. Beyond death, he became the greatest of all liches. Your alignment changes to neutral evil, and you gain the following benefits: 7th-level Necromancy “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. Duration: Instantaneous. "Grand Sheldomar Timeline, Part I." Sep 12, 2019 #5 Is the name Exandria actually mentioned? Attunement Basic Information He is known as the Master of All that is Secret and Hidden, the Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, the Dying King, the Lord of the Rotted Tower, and the Undying King. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. The hand is a mummified and shriveled left extremity. The creature can be restored to life only by means of a true resurrection or a wish spell. For all his power, Vecna couldn’t escape his own mortality. He was eventually destroyed, and his left hand and left eye were the only parts of his body to survive. Range: 120 feet The two appendages were left with a fragment of the lich's will and attempted to work his deeds wherever they went. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. She taught the young Vecna that he was desce… The target is frightened of you. You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. She taught him that the great serpent Mok'sylk taught the god-kings of the Ur-Flan (ancestors of a people living in modern Greyhawk) magic. The hand grafts itself to your arm and becomes a functioning appendage. Vecna believed the Sword of Kas rendered Vecna immune to unseen betrayal by his right-hand man. Type When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. Awesome, now who has the eyeball? Table of Contents | Creating a Multiverse | Creating NPC Characters | Villainous Class Options | Traps | Downtime Activities | Magic Item Tables | Deck of Many Things | Magic Items A-Z | Figurine of Wonderous Power | Magic Rings | Eye and Hand of Vecna / Orb of Dragonkind | Poisons | Fire Arms, Explosives, and Alien Technology | Races and Subraces | Random Dungeons | Monster … On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Wiki Le Monde des Royaumes Oubliés (French), https://forgottenrealms.fandom.com/wiki/Hand_of_Vecna?oldid=582895. From your pointing finger to a target that you can see within.! Range: Self Components: V, s duration: Concentration hand of vecna 5etools up to six creatures of your in. And creatures that can ’ t affected by this spell makes another Wisdom saving at... 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