Fantasy Worlds

Unleash your inner geek

spell Spectral Hand

Spectral
Hand


This material
is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.


gray line

Necromancy
Level Sorcerer/Wizard 2
Components V, S
Casting Time 1 standard action
Range Medium (100 ft. + 10 ft./level)
Effect One spectral hand
Duration 1 min./level (D)
Saving Throw None
Spell
Resistance
No

A ghostly, glowing hand
shaped from your life force materializes and moves as you desire, allowing you
to deliver low-level, touch range spells at a distance. On casting the spell,
you lose 1d4 hit points that return when the spell ends (even if it is dispelled),
but not if the hand is destroyed. (The hit points can be healed as normal.)
For as long as the spell lasts, any touch range spell of 4th level or lower
that you cast can be delivered by the spectral hand. The spell gives you a +2
bonus on your melee touch attack roll, and attacking with the hand counts normally
as an attack. The hand always strikes from your direction. The hand cannot flank
targets like a creature can. After it delivers a spell, or if the hand goes
beyond the spell range, goes out of your sight, the hand returns to you and
hovers.

The hand is incorporeal
and thus cannot be harmed by normal weapons. It has improved evasion (half damage
on a failed Reflex save and no damage on a successful save), your save bonuses,
and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC
as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points,
the same number that you lost in creating it.


grey line

The Worlds
of Mankind is owned and created by Mark John Goodwin

The text
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.

‘d20
System’ and the ‘d20 System’ logo are trademarks of Wizards of
the Coast, Inc.

and are used according to the terms of the d20 System License version 6.0.

A copy of this License can be found at www.wizards.com/d20.