This spell allows a mage to safely handle and reach objects at a distance. The spell's creator, Tyrna, sought a way to protect her hands after an accident when working with acid once, and formulated this spell to protect her.
Tyrna's Telefactors 2nd-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 10 feet Components: V, S, M (a pair of heavy leather gloves) Duration: Concentration, up to 10 minutes You conjure a pair of glowing, floating spectral hands made of force energy at your side. The hands perfectly mimic your own hand motions, and last for the duration of the spell or until you dismiss them as a bonus action. The hands vanish if you cast this spell again. Any action you take using your hands can be taken as if you had 10 feet of reach and a Strength score of 14, allowing you to manipulate an object, make an attack or grapple an opponent, activate a magic item, open an unlocked door or container, stow or retrieve objects, and move the hands to anywhere in your reach as part of your action. If these actions cause danger to you which requires a Dexterity saving throw, you gain advantage on the saving throw. The hands themselves cannot be harmed, but immobilizing or grappling them will immobilize your own hands. The hands can each carry up to 50 pounds of weight. At Higher Levels: When you cast this spell using a spell slot of 3rd level or above, the range of the spell and the reach you gain increase by an additional 5 feet per spell level above 2nd. In addition, the hands' Strength scores are increased by 1 per spell level above 2nd. Also posted on Game Masters Stash on 28 May 2020. Comments are closed.
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