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Hand of Vecna
About This Mod
This is a conversion from Hand of Vecna to Baldur's Gate 3.
Transplant the hand into the right arm with visual effects. (Vicki says he should be left, but because of the animations, visuals, and gameplay value, he was moved to right)
Effects:
Your strength becomes 20 if it is no longer 20 or higher.
Any melee spell attack you make with your hand, and any melee weapon attack made with a weapon held by it, deals additional cold damage of 2d8 on hit.
There are eight charges on the arm. You can use the action and spend 1 or more charges to cast one of the following spells (except DC 18) from it: Death Finger (5 charges), Sleep (1 charge), Slow (2 charges), or Teleport to the measurement door (3 charges).
The hand regenerates 1d4 + 4 of all spent charges daily at dawn.
Every time you cast a spell from your hand, it casts an Indoctrination spell on you (except for DC 18), demanding that you commit an atrocity. The hand may refer to a particular action or leave it to you. (It can't actually be transferred to a game without a DM)
Random properties:
Since many random properties are difficult or impossible to create in BG3, and some don't make sense in this game, I have adapted the expected properties:
1 minor utility property
1 major useful property
1 minor property damage
To next:
Main Beneficial Property: When you hit a weapon attack, the target takes an additional 1d6 damage from the weapon type.
Minor useful property: Resistance to lightning.
Minor harmful property: You become infected with a hand transplant. The next day, your ability points decrease by 2, the next day by 4, and the next day by 6. This is considered a poison and it can be fought accordingly. (Inspired by a serious harmful property, but it is easier to get rid of)
Location:
Vorgash Shadow Claw is a name few people dare to say in a whisper nowadays. He was once a righteous paladin, long ago, and there are even rumors that his scales used to be white, silver, or gold, depending on the version of the story. Now all agree that they are like an obsidian, as is his soul, for he has broken his oath and turned into darkness. His old name was lost.
He was last seen at Balder's Gate while wandering around the cemetery, his impressive presence scaring passers-by. Some reported that his hand was rotten, exuding a threatening sinister aura. Some speculate that it is an ancient and cursed artifact, possessing great and wicked power: the Hand of Vecna.
If someone is thinking about checking it out on their own, be careful. Vorgash was a mighty and skilled warrior long before his fall into darkness. Who knows what he has accumulated, and what he may be capable of now.
If you also use the Eye of Vekna:
You are immune to disease and poisons.
You feel a sense of danger and, if you are incapacitated, cannot be surprised.
If you start your move with at least 1 Health Point, you will regain 1d10 Health Points.
If a creature has a skeleton, you can try to turn its bones into jelly by touching Vecna's Hand. You can do this by using the action to perform a melee attack against a creature you can reach using your melee attack bonus of weapons or spells. If hit, the target must successfully make a DC 18 Constitution save or drop to 0 Health Points. (This instantly kills the target if it doesn't work, bypassing the defense)
You can use the action to play Wish. This property cannot be used again until 30 days have passed. (It can't actually be transferred to a game without a DM)
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