Narquin's Hand of Acquisition

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Narquin's Hand of Acquisition
Spell information
Nickname nha
Guild Wizards
Type Miscellaneous
Description Retrieve something from an adjacent room.
GP cost 40
Mind space 30
Thaums 6
Components hand (consumed)
Tome Ae Thouesand and Onne Thyngs ae Boye cann Do with Corpse Partes

Narquin's Hand of Acquisition (abbreviated NHA) is a miscellaneous wizard spell that lets you retrieve items from nearby rooms.

Casting

Components

This spell requires a hand, which can be gotten from a corpse.

Skills

Spellcheck results
Scale      
50 75 100 125 150 175 200 225 250 275 300
 
convoking            
 
       
healing            
 
       
animating            
 
       

This spell uses the following skills in its stages:

Messages

Casting
You project your thoughts into your hand and think ethereal.
You use magical energy to repair the tendons and other necessary portions of the hand.
You hold out your hand and hold the corpse's hand in it.
Success
The hand levitates out of your hand and looks curiously at you.
Use 'grab' to grab things.
To others
Wizard frowns in concentration.
Wizard pets a dead hand.
Wizard holds out her hand and puts the corpse's hand in it.
The corpse's hand levitates out of Wizard's hand and hovers in front of her.

Effects

This spell animates a hand, letting you grab an item or items from an adjoining room with it.

A severed hand is hanging ominously in the air.
> l hand
This is a severed hand from a corpse.  It hangs ominously in the air, twitching occasionally in response to some arcane stimulus.  It looks curiously at you.
It is in good shape.
It is hanging ominously in the air.

Grabbing things with the hand:

> grab feather from the west
You send the severed hand off on an errand.
The severed hand creeps out west.
A severed hand creeps in from the west.
The severed hand gives a chicken body feather to you.

You can grab multiple things at once with the hand:

grab all from west
You send the severed hand off on an errand.
The severed hand creeps out west.
A severed hand creeps in from the west.
The severed hand gives a cured human left eye and one Ankh-Morpork penny to you.


grab fingers from west
You send the severed hand off on an errand.
The severed hand creeps out west.
A severed hand creeps in from the west.
The severed hand gives a human left third finger, a human left little finger, a human left index finger and a human left ring finger to you.


grab eye, heart from south
You send the severed hand off on an errand.
The severed hand creeps out south.
A severed hand creeps in from the south.
The severed hand gives a human right eye and a human heart to you.

However, it seems you can only give the hand one order.

grab penny from west
You have already given the hand an order.

The hand is fairly weak, and can be killed, but leaves no corpse behind and gives little or no xp for killing it.

Messing it up

If you try to grab something that isn't in the room you sent it to, this is the result:

grab penny from south
You send the severed hand off on an errand.
The severed hand creeps out south.
A sense of confusion briefly flows back through your link with the hand.  It appears to be unable to find what you asked.

In this case the spell is wasted.

If the hand you use is missing its fingers and thumb (it seems to be okay if it's missing only its index finger, though), it won't be able to bring anything back.

The severed hand creeps out west.
A sense of confusion briefly flows back through your link with the hand.  It appears to be unable to lift what you asked.

This also causes the spell to be wasted.

If you try to grab something which is too heavy for the hand to give you, the hand will leave, pick it up, and hang there carrying it. (If you grabbed multiple things, and the total load is too heavy for you, the hand will give you what it can and hang there carrying the rest.) When the hand disappears, it will take the item with it.

If you leave the room before ordering the hand to get something, the spell ends:

The severed hand looks hurt as its owner abandons it.  It crumbles into a sad little pile of dust.
A brief sense of rejection comes through your link with the hand as you abandon it.

If you order the hand to get something, then leave the room, the spell ends:

A sense of sadness briefly flows back through your link with the hand.  It appears the hand can't find you.

If you order the hand to grab something from an invalid exit, the spell ends:

A sense of confusion briefly flows back through your link with the hand.  It appears to be unable to find a way there.
The severed hand looks dazed and confused as it disintegrates.

Note that this includes using the nickname for exits, such as "sw" instead of "southwest".

External links