Shadow Hand (Wizard Spell)

A shadow hand is a smoky, translucent coalescence of force, shaped like a human hand. Appearing in midair near the caster, its size, initial location, handedness (left or right), and luminosity (ranging from nothing to the equivalent of faerie fire) are chosen during casting.
The shadow hand moves as the caster wills, remaining within 10 yards per level of the caster at all times. The hand is under the control of the caster: It can point the way or indicate items of interest (such as concealed doors), warn away intruders, engage in combat, and so on. Changing its activity requires the caster's attention, but continual concentration is not required to maintain the spell—the caster can choose to perform other actions, such as spellcasting, rather than manipulating the hand.
A shadow hand has no direct effect against the undead, golems, mechanical monsters or constructs, creatures from the Outer Planes, or living things with extremely primitive nervous systems (oozes, slimes, nonsentient plants, etc.).
Otherwise, the hand can slow to half speed any opponent of less than 1,000 pounds weight trying to push past it, moving to block one opponent per round as the caster desires. (If the shadow hand is operating in a narrow tunnel or passage, slowing the foremost of a group of creatures may impede those behind it.)
Alternately, a shadow hand can strike an opponent as directed by its caster; the caster cannot cast another spell in the same round. The shadow hand attacks once in a round for every three levels of the caster and an attack roll is required for each attack. The hand has the same THAC0 as the caster and inflicts 1d4 points of damage with a successful hit. An individual who tries to disbelieve in the hand receives a saving throw vs. spell. If successful, hand strikes against that individual inflict only 1 hit point of damage each.
A shadow hand cannot be dispelled by physical attacks, nor can it carry weight. It has no appreciable force—it cannot push an opponent off-balance, nor can it shatter breakables.
Notes: Very rare spell from the Forgotten Realms setting. Known to be in The Arcanabula of Jume.
Category:Wizard Spells
Category:Spells from Dragon Magazine
Category:Spells from Pages From the Mages
Category:Spells
Category:Spells from Wizard's Spell Compendium