3e SRD:Grasping Hand
Creates a Large magic hand that appears between the character and one opponent. This floating, disembodied hand then moves to remain between the two, regardless of where the character moves or how the opponent tries to get around it.
This material is published under the OGL |
Evocation | |
Level: | Sor/Wiz 7, Strength 7 |
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Components: | V, S, F/DF |
Casting time: | 1 action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | 10-ft. hand |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | Yes |
The hand can grapple one opponent that the character selects. The grasping hand gets one grappling attack per round. Its attack bonus to make contact is the character's level + the character's Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple check is this same figure, except with +4 for being Large instead of -1. It holds but does not harm creatures it grapples.
The hand can also bull rush an opponent. The hand pursues and pushes away the opponent that the character designates. Treat this as a bull rush with a +16 bonus on the Strength check (+10 for Strength 31, +4 for being Large, and +2 for charging bonus, which it always gets). The hand always moves with the opponent to push him back the full distance allowed, and it has no speed limit.
A very strong creature could not push the hand out of its way, but it could push the hand up against the character by successfully bull rushing the hand.
The hand can interpose itself between the caster and the opponent. Interposing provides nine-tenths cover (+10 AC) for the character against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt to hide or disguise himself. The hand does not pursue an opponent, however.
The hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as the character when undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.
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