Bigby's Crushing Hand

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Bigby's Crushing Hand
Spell Information
Spell level : Innate level: 9, Sorcerer/Wizard: 9
School : Evocation
Components : Verbal and Somatic
Range : Long
Target/Area : Single
Duration : 6 sec. * cLevel
1 Round (cLevel).
Save : Special
Spell resistance : Yes


A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of non-magical bludgeoning damage each round.

Only one grasping hand can affect the target at once.

Working Notes Edit

The grapple hit check is made if the caster overcomes the targets spell resistance, and is made using this formula:

Caster Roll: d20 + Primary Spell Ability Modifier + Caster level + 12 - 1
Target Roll: Target's full AC

If Caster Roll is greater or equal to the Target's AC, they made a successful grapple attempt. (The +12 -1 is hand size modifiers).

Right away, a grapple hold check is made to apply the starting round hold effect. There are no more spell resistance checks. The hold check uses the formula:

Caster Roll: d20 + Primary Spell Ability Modifier + Caster Level + 12 + 4
Target Roll: d20 + Full base attack bonus + Size Modifier + Strength Ability Modifier

If the casters roll is greater or equal to the target's roll, they have performed a successful grapple hold check.

An additional grapple hold check is made every single round up to the end of the spells duration. Each time the target fails a grapple hold check, they are immobilized for 6 seconds (as if paralysed).

Bug Notes Edit


Line 67: This spell doesn't use the NWN2 ApplyMetamagicDurationMods() and ApplyMetamagicDurationTypeMods() functions.

There are various odd things defined and unused; nDuration as a parameter in RunGrappleHold() - due to it being altered to up to nCasterLevel DelayCommand() functions.

Line 88: The change to nCasterLevel DelayCommand()'s might be not a good idea too, and it could run fine as the other bigby spells, firing another DelayCommand()ed RunGrappleHold() (which still doesn't need nDuration though).

It also does 1 too many. At level 20 We should do 20 instances of the RunGrappleHold(), instead it does 20. It likely will still work correctly, due to how it tracks the spell with the temporary visual effect.

Line 90: The other problem is that this status check is just silly, it runs instantly, not when the delayed function occurs, and the function GZGetDelayedSpellEffectsExpired() checks for if the target is dead / caster is valid on line 126 anyway. This could be uncommented.

Line 170: This doesn't make use of the much better NWN2 ApplyMetamagicVariableMods() function for metamagic empower/maximise.

Gameplay Notes Edit

See also: Bigby's Grasping Hand. This spell mimics most of the effects, albeit with a slightly higher grapple check - +12 for the strength modifier rather than +10.

The extra damage is nice - it happens as long as the grapple occurs, and although nonmagical, 2d6 + 12 is nothing to sneeze at every round, which can eat up damage reduction quite quickly. This spell might not be the utter best level 9 spell, however it is powerful due to how the Grapple checks work in NWN2.

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