| Description | Spells that allow you to deliver touch spells at a distance. |
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| Name | ||
|---|---|---|
| School | Casting Time | Source Book |
| Save - Res | Level | Comps |
| Dur | Range | Recharge |
| Effect | ||
| Expensive Focus | ||
| Expensive Material | ||
| XP Cost | ||
| Description | ||
| Full Description | ||
| Graz'zt's Long Grasp | ||
| Book of Vile Darkness | ||
| Sor/Wiz 2 | ||
| 1 hour | ||
Your hand flies from you to make grapple artacks. |
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| Project Image (M) | ||
| Illusion (Shadow) | 1 standard action | SRD |
| Will disbelief (if interacted with) - No | Beguiler 7, Brd 6, Illusion 7, Sor/Wiz 7 | V, S, M |
| 1 round/level (D) | Medium | General |
| Effect: One shadow duplicate | ||
| Materials: A small replica of you (a doll), which costs 5 gp to create. | ||
Illusory double can talk and cast spells. |
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You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action). You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened. If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image. Objects are affected by the projected image as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends. |
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| Spectral Hand | ||
| Necromancy | 1 standard action | SRD |
| None - No | Sor/Wiz 2 | V, S |
| 1 min./level (D) | Medium | 30 minutes |
| Effect: One spectral hand | ||
Creates disembodied glowing hand to deliver touch attacks. |
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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 hands AC as if it were the hands Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it. |
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