Spectral Hand
School: Necromancy Level: Sor/Wis 2
Components:   V, S   Casting Time:   1 action  
Range:   Medium (100 ft. + 10 ft./level)   Target:     
Effect:   One spectral hand   Area:     
Duration:   1 minute/level (D)   Saving Throw:   None  
Spell Resistance:   No   XP Cost:     
Focus:      Material Components:     

A ghostly, glowing hand shaped from the character's life force materializes and moves as the character desires, allowing the character to deliver low-level, touch range spells at a distance. On casting the spell, the character loses 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 that the character casts of 4th level or lower can be delivered by the spectral hand. The spell gives the character a +2 bonus to the character's melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from the character's direction. The hand can flank targets like a creature can. If the hand goes beyond the spell range, goes out of the character's sight, or if the character is not directing it, the hand returns to the character and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (one-half damage on a failed save against an area spell and no damage on a successful save), the character's save bonuses, and an AC of at least 22. The character's 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 the character lost in creating it.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002