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The Hand of Vecna appears in the 2nd edition Dungeon Master's Guide (1989).{{csb|Dungeon Master's Guide (2e revised)|124}} According to its description, legends spoken in hushed tones say that [[Vecna]] still roams the world. This varies from earlier lore, where the Hand was well-established but the Eye was spoken of in hushed tones, speculated to be mythical, and of dubious veracity.
The Hand of Vecna appears in the 2nd edition Dungeon Master's Guide (1989).{{csb|Dungeon Master's Guide (2e revised)|124}} According to its description, legends spoken in hushed tones say that [[Vecna]] still roams the world. This varies from earlier lore, where the Hand was well-established but the Eye was spoken of in hushed tones, speculated to be mythical, and of dubious veracity.


It grants its user 19 Strength, and gradually corrupts its user to evil. The user eventually comes to believe that they are [[Vecna]]. It cannot be removed without being chopped off. All who see the Hand covet it. It forsees the user's doom, and its powers will fail at that moment - a change from its OD&D suggested power, in which it is the owner who always sees a preminition of danger.
It grants its user 19 Strength, and gradually corrupts its user to evil. The user eventually comes to believe that they are [[Vecna]]. It cannot be removed without being chopped off. All who see the Hand covet it. It forsees the user's doom, and its powers will fail at that moment—a change from its OD&D suggested power, in which it is the owner who always sees a preminition of danger.


Its other powers are chosen by the DM, but suggested powers include a broad set of offensive arcane spells.
Its other powers are chosen by the DM, but suggested powers include a broad set of offensive arcane spells.
Line 191: Line 191:
In the ''Dungeon Master's Guide'' (4e),{{csb|DMG24e|196}} an inn called the [[Hand of Vecna (inn)|Hand of Vecna]] was described as a location in [[Sigil]]. Despite the name, there was no obvious connection to the artifact.
In the ''Dungeon Master's Guide'' (4e),{{csb|DMG24e|196}} an inn called the [[Hand of Vecna (inn)|Hand of Vecna]] was described as a location in [[Sigil]]. Despite the name, there was no obvious connection to the artifact.


The Eye of Vecna was included in the code for the computer game ''Planescape: Torment'', but was not available in the final release.<ref>[https://tcrf.net/Planescape:_Torment/Items Planescape: Torment/Items] (The Cutting Room Floor). Retrieved 2020-09-10.</ref><ref>[https://sorcerers.net/Games/Torment/index_mods.php Planescape: Torment Mods] (Sorcerer's Place). Retrieved 2020-09-10.</ref><ref>"It is said to have been behind the sundering of the Conclave of Tyssis-on-the-Sea, which led to the three-cycle war that poisoned the seas of Malhatai and left the oceanic world barren of life. On the ashen Plane of Ghalentir, it possessed the gentle father of Sasaran, a babe with the potential to lead his suffering people from their shadowed lands to the Gates of Paradise... had not the eye droven Sasaran's father to murder his son as he lay sleeping in his crib. All these kingdoms, all of these futures, the Eye of Vecna laid waste." - The Eye of Vecna, ''Planescape: Torment''.</ref>
The Eye of Vecna was included in the code for the computer game ''Planescape: Torment'', but was not available in the final release.<ref>[https://tcrf.net/Planescape:_Torment/Items Planescape: Torment/Items] (The Cutting Room Floor). Retrieved 2020-09-10.</ref><ref>[https://sorcerers.net/Games/Torment/index_mods.php Planescape: Torment Mods] (Sorcerer's Place). Retrieved 2020-09-10.</ref><ref>"It is said to have been behind the sundering of the Conclave of Tyssis-on-the-Sea, which led to the three-cycle war that poisoned the seas of Malhatai and left the oceanic world barren of life. On the ashen Plane of Ghalentir, it possessed the gentle father of Sasaran, a babe with the potential to lead his suffering people from their shadowed lands to the Gates of Paradise... had not the eye droven Sasaran's father to murder his son as he lay sleeping in his crib. All these kingdoms, all of these futures, the Eye of Vecna laid waste."—The Eye of Vecna, ''Planescape: Torment''.</ref>


== Gallery ==
== Gallery ==

Latest revision as of 14:24, 26 March 2025


Greyhawk Item
Hand of Vecna
The Hand and Eye of Vecna, as depicted on the cover of Vecna Lives! (1990).
General information
Type:Artifact
Rules
Body slot:Left hand
Publishing
First published:Eldritch Wizardry (1976).
This article is about the artifact. For the monster, see Hand of Vecna (monster).

The Hand of Vecna, is a powerful artifact composed of the severed left hand of the archlich-cum-deity, Vecna.

Description

The Hand of Vecna appears as a severed left human hand, blackened and charred, with long, claw-like fingernails.

Powers

To use the Hand, it must be touched to the stump of one's own left forearm — most would-be users must chop off their own left hand to do so. The hand magically grafts itself to the person's stump, and from then on can be used as a normal hand, though it retains its charred and rotting appearance. It grants an array of magical powers, such as the ability to conjure forth missiles of magical force. Additional abilities become evident if the user also possesses the Eye of Vecna.

The abilities the Hand bestow on its user have varied with different editions of Dungeons & Dragons. In the second edition of Advanced Dungeons & Dragons, the Hand gave the user superhuman strength, the ability to damage plant-based creatures by touch, and fifteen other spell-like abilities, each being activated by a unique gesture. In 'Dungeons & Dragons third and 3.5 editions, the Hand dealt cold damage to whomever it touched, could drain the abilities of others and transfer them to the user, and could be used to daze, weaken, paralyze, or kill non-evil creatures. In the fourth edition, the Hand grants a number of powers based on how pleased it is with the host. It defaults with a bonus to checks made with the Athletics skill, as well as a trinity of Warlock powers (Diabolic Grasp as an At Will, Sign of Ill Omen as an Encounter, and Spider Climb as a Daily), as well as greater competence in battle. When satisfied, it increases the Athletics boon and can hurl explosive globes of necrotic energy, and when pleased it can create an aura of death around the host. A displeased Hand will occasionally try to throttle the host, while an angry one will also attempt to attack the host's allies.

Properties

Activation

In all cases, the Hand and Eye must replace a missing hand or eye, whereupon it immediately binds to the user and becomes a functioning body part. Removing them afterward is difficult or impossible, and usually involves the wielder's death.

Powers

The Hand and Eye of Vecna have appeared several times over the centuries, and the powers they see fit to grant each bearer vary considerably.

The Eye grants its user superior sight, including the ability to see through illusions, see through solid objects, see in complete darkness, and even see their own future.

The Hand grants superhuman strength. Its deadly touch freezes creatures, and has the even greater power to instantly slay a creature or drain its life force with necromancy. By means of various hand gestures, its user can cast a variety of deadly arcane spells.

Possessing both artifacts has been achieved by perhaps no more than two or three individuals in all of history, so their full array of powers in combination are barely known. These individuals displayed additional powers including the ability to detect magic, resist magic, and summon powerful fiends.

It is said that even Vecna, God of Secrets, is unable to determine the location of his Hand and Eye. Vecna's cult dedicate considerable time and energy into finding them. Those who possess one of his relics have been shown to be immune to Vecna's divine power.[1]

Drawbacks

The Hand and Eye of Vecna possess a terrible curse. Gradually, they turn the user toward evil. Over time, the user begins to exhibit Vecna's personality, and many possessors began to believe that they were Vecna himself. Some believe the spirit of Vecna possesses the wielders of his relics, but it is certain that over time it corrupts them completely.

Like many powerful artifacts, others who see the Hand or Eye begin to covet it, making them risky to possess. The Eye of Vecna also shows its bearer terrible visions. Possessing both artifacts corrupts the wielder to an even greater extent.

Finally, the powers of the Hand and Eye always fail their wielder at the moment of their doom.

Destruction

As an artifact, the Hand and Eye of Vecna cannot be permanently destroyed by normal means.

Rumoured ways to destroy the Eye include roasting in the flames of the oldest red dragon in Oerth[2], encasing it in the volcanic glass of the Hellfurnaces and shattering it against the edge of space,[3] or wearing the eye and hurling oneself into the Rift of Pyradon[4].

It is said that the Hand can be destroyed by having one who has never experienced fear carry it to the Positive Material Plane and manually crush it into powder,[2] willingly fixing it to the purest person in the Free City of Greyhawk, fixing it to most corrupt person in the Free City of Greyhawk,[2] severing it with a sword of a dead god,[4] or having it digested by the tarrasque[5]

Rumoured ways to destroy both at once include casting them into the Golden Forge at the heart of Oerth's sun,[2] permanently destroying Vecna himself,[6] sending the spirit of all of Vecna's victims to rest,[6] or having both worn by the the purest person in Blackmoor,[7] or if a creature wielding both artifacts is slain by the Sword of Kas.[8]

History

Once the left hand of the arch-lich, Vecna, the Hand, and its sister artifact, the Eye of Vecna, were all that remained of the lich-king after his battle with his renegade lieutenant, Kas the Bloody-Handed.

The Hand of Vecna, as depicted in Vecna Lives! (1990). Art by Ken Frank.

Disaster followed the Hand of Vecna as it moved from owner to owner in the following centuries. Paddin the Vain used the Hand to begin the Insurrection of the Yaheetes, in the Dreadwood. The tyrant who called himself Vecna II ruled the city of Tyrus with the Hand for 100 years. The Gnomelord of Blemu was the next individual known to have used the Hand. Miro the Paladin-King was also corrupted by the Hand of Vecna. Each time, the Hand failed its owner at some crucial moment.

In the fifth century CY, both the Hand and the Eye fell into possession of a Shield Lands warlord known as Halmadar the Cruel, who terrorized the region from 420-455 CY. Halmadar was defeated only after being drugged and interred alive in a tomb the Kron Hills.

In 581 CY, Halmadar escaped with the help of Vecna himself, who had by this time become a god, and sought to become even more powerful with the aid of the artifacts, which he reclaimed after destroying Halmadar. Vecna's plans were thwarted by adventurers, and the artifacts once more became separated from his body, vanishing into the Flanaess.

The Hand resurfaced in 595 CY in the possession of a man named Darl Quethos, a powerful cleric of the Whispered One who used the artifact to take control of a Vecnan cult known as the Disciples of Darkness. Darl now seeks knowledge leading to the recovery of the Eye of Vecna.

History

Creation

The Hand and Eye of Vecna were all that remained of the arch-lich Vecna after his betrayal at the hands of his trusted vampire lieutanant, Kas the Bloody-Handed. Using a sword crafted by Vecna himself, Kas manage to cut off Vecna's left hand and left eye before in turn being destroyed.

In time, the story of Vecna became legend, and a cult formed to worship him. The Hand and Eye of Vecna became sacred relics to those followers, imbued somehow with a fragment of the powerful arch-wizard's magic. They have appeared numerous times over the years, most notably influencing the history of their world of origin, Oerth.

Early history

The Hand first appeared 136 years after the destruction of Vecna, during the Insurrection of the Yaheetes. It disappeared after the clan's leader Paddin the Vain was overthrown.[9]

The Hand was discovered by a fisherman named Gisel during the reign of Hamoch of Tyrus. Gisel who kept it for several decades until he was murdered by his own brother. It was in turn stolen from the brother by an outlaw named Mace, who overthrew the ruler of Tyrus and ruled for a hundred years before being assassinated by a Yemishite agent.[9]

According to the Chronicle of Secret Times, an ancient book written in the Suloise language, the Hand and Eye once briefly fell into the possession of the Neheli, a Suloise family who once came into conflict with Vecna himself and later settled in what is now Keoland in the western Flanaess. That book documented several effects of the artifacts.[10]

Later history

The Eye of Vecna was used in the extermination of House Hyeric, the former ruling dynasty of the kingdom of Nyrond.[6] The Eye appears less frequently than the Hand in the the history of Oerth.

According to The Dragon-Scale Tome, the Gnomelord of Blemu was the next known possessor of one of the artifacts.[10]

The Hand later came into possession of the Paladin-King of Miro. He was unable to remove the Hand, which ultimately corrupted him and led to his own destruction.[9]

Between 420 and 455 CY, the warlord Halmadar the Cruel came into possession of both the Hand and Eye, only the second known person to ever achieve this.[3] His reign of terror only came to an end when he was drugged and buried alive in the Kron Hills.[11]

Recent history

Around the year 1358 DR by the calendar of Faerûn, the Hand of Vecna was held in the City of the Liches in the Realm of Orcus.[12]

In 581 CY, Halmadar the Cruel escaped his tomb. Vecna himself destroyed Halmadar and attempted to recover his Hand and Eye, but his plans were foiled by adventurers, and the artifacts were lost for a time.

Around the year 585 CY, both the Hand and Eye fell into the hands of the cult of Vecna in the world of Oerth. They were later cast through the dimensional portal at Tovag Baragu and lost to some unknown outer plane.[6]

In 594 CY, a cultist of Vecna named Pacanan acquired the Hand of Vecna. Between 594 and 595 CY, he also acquired the Eye of Vecna, perhaps only the third or fourth person ever to do so.

In 596 CY, the Hand of Vecna appeared in the possession of Darl Quethos, a powerful cleric of Vecna. Quethos used the Hand to establish himself as leader of the Vecnan sect Disciples of Darkness after exposing the previous leader's counterfeit Hand and Eye of Vecna as a fraud.[13]

That same year, both the Hand and Eye were reportedly in the possession of Morgan Ironwolf, a human adventurer of legendary stature and prodigous collector of artifacts.[14] A rumour subsequently placed the Hand in the city of Alhaster, where it disappeared after being used against the Wormgod Kyuss.[15]

At one point, the demilich Acererak stole the Eye of Vecna, replacing one of his eye gems with it. The eye granted him insight into the near future, exceptional perception and the ability to strike opponents with deadly energy.[16]

The Hand of Vecna was wielded by Arkan the Cruel, servant of Tiamat.[17]

The current location of the Hand and Eye are unknown. The cult of Vecna make recovery of the relics a priority, storing them in secret lairs guarded by their most potent defenses and strongest members. Nevertheless, adventurers occasionally manage to locate and secure the artifacts.[18]

In Living Greyhawk

In the Living Greyhawk campaign, the Hand resurfaced in 594 CY, in the possession of a cultist of Vecna known as Pacanan. Pacanan performed an ancient Ur-Flan ritual and proclaimed himself the Voice of Vecna.

In 594-595 CY Pacanan acquired the Eye of Vecna. He then sent one of his servitors to reclaim the Sword of Kas from an ancient Baklunish fortress. During a ceremony at Tovag Baragu, Pacanan completed a ritual whereby he seemed to call forth and become the Ruler of the Spider Throne. This ceremony was overseen by Wilf Hewitt (a Thought of Vecna), and Diraq Malcinex, the Heart of Vecna. Those cultists who survived the ceremony accompanied Pacanan/Vecna through one of Tovag Baragu's dimensional portals.

Other artifacts of Vecna

While the Hand and Eye are undoubtably the most potent of Vecna's relics, other mummified parts of his body or possessions exist, including his other eye and several fingers of his right hand.[19] These lesser parts gained their power after Vecna's ascension to divinity.[19]

Most of Vecna's original body is long lost, but surviving parts with magical efficacy include the scalp of Vecna, first digit of Vecna, second digit of Vecna, third Digit of Vecna, last digit of Vecna, right eye of Vecna, molar of Vecna, incisors of Vecna, foot of Vecna, heart of Vecna, and skin of Vecna.[19][20]

Lesser items

The bracers of Vecna are a pair of cursed arm bracers crafted by Vecna himself.[21]

False artifacts of Vecna

A false head of Vecna was constructed and once held by cult the Vecna. It resulted in the deaths of numerous adventurers.[22]

The Vecnan cultist Pacanan once possessed a false hand of Vecna. A false sword of Kas also existed, which causes its wielder to believe he is Kas.[23]

Publication history

Original edition

The Hand and Eye of Vecna first appeared in Eldritch Wizardry (1976). It is described as blackened, as if it has been burned, and the sole remains of an evil lich of great power who imbued his hand with power to survive even if he was destroyed.

The hand can be removed, but each time a primary power is used, there is a cumulative 10% chance that he hand cannot be removed. The eye cannot be removed. Additionally, the user suffers a drawback when using the primary power of either item.

The effects of artifacts in this book are chosen by the Dungeon Master. Different powers are invoked by ten of the sixteen possible combinations of four extended fingers, and one by touch.

First edition

The Hand and Eye of Vecna appear in the Dungeon Master's Guide (1979). The Hand is described as blackened and mummified, while the Eye resembles an agate until it is used, whereupon it glows as a feral creature. Wearing the Eye, or using a primary power of the Hand, turns the character Neutral Evil.

The Hand grants its user 18/00 Strength. The Hand and Eye's other abilities are chosen by the DM.

Second edition

Dungeon Master's Guide

The Hand of Vecna appears in the 2nd edition Dungeon Master's Guide (1989).[9] According to its description, legends spoken in hushed tones say that Vecna still roams the world. This varies from earlier lore, where the Hand was well-established but the Eye was spoken of in hushed tones, speculated to be mythical, and of dubious veracity.

It grants its user 19 Strength, and gradually corrupts its user to evil. The user eventually comes to believe that they are Vecna. It cannot be removed without being chopped off. All who see the Hand covet it. It forsees the user's doom, and its powers will fail at that moment—a change from its OD&D suggested power, in which it is the owner who always sees a preminition of danger.

Its other powers are chosen by the DM, but suggested powers include a broad set of offensive arcane spells.

Book of Artifacts

In the Book of Artifacts, which details both artifacts, the Hand is described as a claw-like left hand, while the Eye resembles a red clot which transforms into a golden slitted eye, reminiscent of its feline glow described in earlier editions. The Hand grants 19 Strength, immunity to Magic Missile, instant death touch and various powers chosen randomly by DM, while the Eye now grants True Seeing and various minor abilities.

The artifacts attempt to control the wearer to follow Vecna's will to summon him, now described as a demigod, to Oerth. This book introduces the idea that possessing both artifacts grants additional powers.[6]

Vecna Lives!

In the adventure Vecna Lives!, the Eye is described as granting constant True Seeing and Foresight, with various minor powers, while the Hand grants the abilities described in Book of Artifacts and additionally describes sixteen hand gestures which invoke individual arcane spell effects.[3]

Possessing both artifacts now grants several great powers, including magic resistance and the permanent ability to Detect Magic. Using an invoked (non-constant) power on either artifact risks the artifact taking over the character, in which case the artifacts follow Vecna's agenda to raise an empire again, gain revenge on Kas, and return to Oerth. The user begins to act like Vecna and even believe that they are him.[3]

Die Vecna Die!

The adventure Die Vecna Die! described the Eye as resembling a a black uncut gem, and glowing red. It is otherwise similar to the rules in Vecna Lives![7]

Third edition

The Hand and Eye of Vecna appear in the D&D 3e Dungeon Master's Guide (2000), in which they are described as unique major artifacts.

Wearing the Hand permanently reduces the wearer's Dexterity by 2, while the Eye reduces Charisma by 2. Once attached, they cannot be removed without killing the wearer. The wearer is pulled toward an evil alignment even if they don't use the item's powers.

The Hand grants a cold touch and ability score drain, while the eye grants True Seeing and darkvision. Possessing both allows the bearer to summon powerful fiends.

Fourth edition

The Hand and Eye of Vecna appear in the D&D 4e Dungeon Master's Guide (2008), where they are intelligent artifacts. They prefer arcane spellcasters, and the two artifacts seek to be re-united in one wielder. They reward the user for betraying a close friend, but penalize them for slaying undead. They are jealous of more powerful arcane spellcasters than their owner.

The Eye grants its wearer darkvision, improved knowledge of magic and superior insight. It shows its wearer terrible visions. The Hand is described as an icy cold left hand, and grants various offensive powers as well as superior ability at climbing.

When the Hand and Eye feel they have achieved their objective, the host's body crumbles to dust. Vecna gains all the host's knowledge, and one day will send the Hand and Eye back out into the world.

Fifth edition

The Eye and Hand of Vecna appear in the D&D 5e Dungeon Master's Guide (2014), where they are described with lore.

The Eye grants truesight and x-ray vision. It has several spell abilities similar to its appearance in earlier editions, but each time one is used, there is a 5% chance that Vecna eats the user's soul and takes control of the character.

The Hand grants 20 Strength and deals a severe amount of cold damage. It also grants spell abilities, but each time one is used, the hand attempts to coerce the user into committing an evil act.

In the rare event that someone acquires both, the user is immune to disease and poison, gains premonition of danger, can turn a creature's skeleton into jelly with a touch, and can cast Wish once every month.

Creative origins

In an ENWorld Q&A thread, Gary Gygax credits Brian Blume as the inventor of both the Hand and Eye of Vecna.

The name Vecna is an anagram of Vance, a reference to Jack Vance, a fantasy author whose works inspired the original Dungeons & Dragons. D&D's traditional Vancian magic system is named after that author and was inspired by how magic works in his Dying Earth series.

The Hand and Eye were likely inspired by Michael Moorcock's Corum series, in which the protagonist loses his left hand and left eye and replaces them with powerful magical artifacts: the six-fingered Hand of Kwll, and the Eye of Rhynn.[24][25]

Reception and influence

In the Dungeon Master's Guide (4e),[26] an inn called the Hand of Vecna was described as a location in Sigil. Despite the name, there was no obvious connection to the artifact.

The Eye of Vecna was included in the code for the computer game Planescape: Torment, but was not available in the final release.[27][28][29]

Disclaimer:Any lore presented through the following links does not necessarily adhere to established officially published content, and the views expressed do not necessarily represent the views of the editors of this wiki.

———. "The Yaheetes and Tyrus: The Wars Against the Hand and the Eye in the Sheldomar." at Canonfire!.

References

Notes

Citations

  1. Die Vecna Die! (2000), p.3.
  2. a b c d WGA4 Vecna Lives! (1990), p.p.69-72.
  3. a b c d WGA4 Vecna Lives! (1990), p.69-72.
  4. a b Dungeon Master's Guide (2008), p.164.
  5. Dragon #418 (Dec 2012), p.8.
  6. a b c d e Book of Artifacts (1993), p.35.
  7. a b Die Vecna Die! (2000), p.159.
  8. Dungeon Master's Guide (5e), p.224.
  9. a b c d Dungeon Master's Guide (2e revised), p.124.
  10. a b WGA4 Vecna Lives! (1990), p.22.
  11. Living Greyhawk Gazetteer (2000), p.104.
  12. H4 The Throne of Bloodstone (1988), p.53.
  13. Dungeon #132 (Mar 2006), p.79-83
  14. Dragon #342 (Apr 2006), p.62.
  15. Dungeon #135 (Jun 2006), p.55
  16. Tomb of Horrors (2010), p.154.
  17. Baldur's Gate: Descent into Avernus, p.111.
  18. Dungeon Master's Guide II (2005), p.281.
  19. a b c Die Vecna Die! (2000), p.25.
  20. Die Vecna Die! (2000), p.40.
  21. The City of Greyhawk (1989), p.80.
  22. Die Vecna Die! (2000), p.35.
  23. Die Vecna Die! (2000), p.109.
  24. Vecna & Running Epic Bad Guys (Running the Game #50), Matt Colville
  25. Dragon #371 (Jan 2009), p.62.
  26. Dungeon Master's Guide 2 (2009), p.196.
  27. Planescape: Torment/Items (The Cutting Room Floor). Retrieved 2020-09-10.
  28. Planescape: Torment Mods (Sorcerer's Place). Retrieved 2020-09-10.
  29. "It is said to have been behind the sundering of the Conclave of Tyssis-on-the-Sea, which led to the three-cycle war that poisoned the seas of Malhatai and left the oceanic world barren of life. On the ashen Plane of Ghalentir, it possessed the gentle father of Sasaran, a babe with the potential to lead his suffering people from their shadowed lands to the Gates of Paradise... had not the eye droven Sasaran's father to murder his son as he lay sleeping in his crib. All these kingdoms, all of these futures, the Eye of Vecna laid waste."—The Eye of Vecna, Planescape: Torment.

Bibliography

  • Cook, David. Book of Artifacts. Lake Geneva, WI: TSR, 1993.
———. Dungeon Master's Guide. Lake Geneva, WI: TSR, 1989.
———. Vecna Lives!. Lake Geneva, WI: TSR, 1990.
———. Dungeon Master's Guide Core Rulebook II v.3.5. Renton, WA: Wizards of the Coast, 2000.
———. A Wretched Soul. Renton, WA: Wizards of the Coast, 2004.

Encyclopedia Greyhawkania Index

The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.

Topic Type Description Product Page/Card/Image