Possessed Hand (3.5e Spell)
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|Conjuration (Calling) / Enchantment [Evil, Mind-Affecting]|
|Components:||V, S, M|
|Casting time:||1 standard action|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Target:||One creature with a hand|
|Duration:||1 round/level (D)|
|Saving Throw:||Will negates|
It got into my hand and it went bad, so I lopped it off at the wrist.
This spell summons a fiendish spirit into the opponent's hand, possessing that part of the body for the duration. Those that fail the save have the hand turn on them, acting on their turn and doing anything a hand could do (make unarmed attacks, grapple, grab items, etc) using the opponent's ability scores and BAB, but none of their feats or class abilities. A creature can take a move action to suppress the evil spirit in the hand with a DC 15 Will save, but any activities using said hand take a -2 penalty.
The hand acts of its own accord, but you can give it a mental command on casting this spell so that is focuses on a specific activity, or waits until the opponent is off-guard, and so forth.
If cast as a spell two levels higher and with an expensive material component (see below), the duration is permanent, and is treated as a curse able to be removed by remove curse. Material Component: A blackened fingernail.
You can choose to instead use an expensive material component (the alchemically treated nails of a fiend) worth 150 gp instead for the permanent version.
|Article Balance||High +|
|Component||V +, S + and M +|
|Descriptor||Evil + and Mind-Affecting +|
|Identifier||3.5e Spell +|
|Level||Sorcerer/Wizard 1 +|
|School||Conjuration + and Enchantment +|
|Summary||Cause a creature's hand to be possessed and work against their self interest. +|
|Title||Possessed Hand +|