{"name":"Spectral Hand","school":"necromancy;","level":"sorcerer\/wizard 2","casting_time":"1 standard action","components":"V, S","range":"Medium","other_range":"","targets":"","area":"","duration":"1 min.\/level (D)","saving_throw":"none","spell_resistance":"No","effect":"one spectral hand","description":"A ghostly hand shaped from your life force materializes and moves\r\nas you desire, allowing you to deliver low-level, touch range spells at\r\na distance. On casting the spell, you lose 1d4 hit points that return\r\nwhen the spell ends (even if it is dispelled), but not if the hand is\r\ndestroyed. (The hit points can be healed as normal.) For as long as\r\nthe spell lasts, any touch range spell of 4th level or lower that you\r\ncast can be delivered by the spectral hand. The spell gives you a +2\r\nbonus on your melee touch attack roll, and attacking with the hand\r\ncounts normally as an attack. The hand always strikes from your\r\ndirection. The hand cannot flank targets like a creature can. After it\r\ndelivers a spell, or if it goes beyond the spell range or goes out of\r\nyour sight, the hand returns to you and hovers.\r\nThe hand is incorporeal and thus cannot be harmed by normal\r\nweapons. It has improved evasion (half damage on a failed Reflex save\r\nand no damage on a successful save), your save bonuses, and an AC\r\nof 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to\r\nthe hand\u2019s AC as if it were the hand\u2019s Dexterity modifier. The hand has\r\n1 to 4 hit points, the same number that you lost in creating it.","tags":"#spell, necromancy, sorcerer 2, wizard 2","isShared":"on","templateId":"34","blockId":"9943"}