Courses / AR / Invisible Hand
Invisible Hand
Required For:
Level:
1
Study DC:
9
Code:
AR 122
Invisible Hand Spell
Time:
Fast Action
Range:
30 ft.
Cost:
Limit:
You can only have a maximum of two Invisible Hands at a time
Duration:
Until you rest
You summon a magical incorporeal floating hand which is invisible to everyone else, but appears ghostly to you. The hand can fly and float.
While you can see the hand, you may spend your action to both manipulate the hand, and move the hand up to 30 ft., while remaining within 30 ft. of you.
When you manipulate the hand, you may perform any action the hand is capable of, using your own bonuses on any rolls to hit or tests of skill, including:
Pick up or stow an object, pull a lever, empty a vial, or other hand things.
Try to trip, pick a pocket, pick a lock, disarm a trap, or set off a trap.
Try to push, pull, or grab, although the hand is tiny which limits its effectiveness.
Make one unarmed attack.
Attack once with a one handed melee weapon wielded by the hand.
Cast one spell with a range of touch or 5 ft. which takes an action to cast, from the hand’s space.
Use a shield to give one adjacent creature the benefits from that shield until the start of your next turn (a creature protected by multiple shields only gets the largest AC bonus from among all those shields).
(Because it is invisible, the hand has advantage on tests of Roguery and rolls to hit.)
As a fast action, you may teleport the hand onto your hand like a glove, but anything it is holding will be dropped when it teleports.
When you move, if the hand is in your space, you may wear it like a ghostly glove and carry it with you.
The hand itself is invisible, has no material form (so even shapesense cannot sense it), floats silently, and does not even need to breathe.
While the hand is empty and is not interacting with another object or being interacted with by another object, it becomes hidden, without even needing to hide (although Detect Spirits will reveal it).
If the hand interacts with an object, it may need to pass a test of Roguery to prevent that interaction from being detected.
If the hand is carrying an object, that object will still be visible, so hiding it will require some type of concealment and may also require passing a test of Roguery.
When an object held by the hand is hit or damaged, the hand must pass a test of Strength, or drop it.
The hand is immaterial, but can exert force on its target.
Most abilities can interact with objects held by the hand, but not the hand itself.
The hand is not a creature. The hand does not have HP and cannot be damaged. Attacks and spells pass through it harmlessly, but it can be dispelled.
The hand can only carry objects you could carry with one hand.
You can end this spell as a fast action.
When this spell ends, the hand drops anything it was holding.
Suggested Backfire: A loud shower of sparks and bright lights like firecrackers shoots from your hand.
While you can see the hand, you may spend your action to both manipulate the hand, and move the hand up to 30 ft., while remaining within 30 ft. of you.
When you manipulate the hand, you may perform any action the hand is capable of, using your own bonuses on any rolls to hit or tests of skill, including:
Pick up or stow an object, pull a lever, empty a vial, or other hand things.
Try to trip, pick a pocket, pick a lock, disarm a trap, or set off a trap.
Try to push, pull, or grab, although the hand is tiny which limits its effectiveness.
Make one unarmed attack.
Attack once with a one handed melee weapon wielded by the hand.
Cast one spell with a range of touch or 5 ft. which takes an action to cast, from the hand’s space.
Use a shield to give one adjacent creature the benefits from that shield until the start of your next turn (a creature protected by multiple shields only gets the largest AC bonus from among all those shields).
(Because it is invisible, the hand has advantage on tests of Roguery and rolls to hit.)
As a fast action, you may teleport the hand onto your hand like a glove, but anything it is holding will be dropped when it teleports.
When you move, if the hand is in your space, you may wear it like a ghostly glove and carry it with you.
The hand itself is invisible, has no material form (so even shapesense cannot sense it), floats silently, and does not even need to breathe.
While the hand is empty and is not interacting with another object or being interacted with by another object, it becomes hidden, without even needing to hide (although Detect Spirits will reveal it).
If the hand interacts with an object, it may need to pass a test of Roguery to prevent that interaction from being detected.
If the hand is carrying an object, that object will still be visible, so hiding it will require some type of concealment and may also require passing a test of Roguery.
When an object held by the hand is hit or damaged, the hand must pass a test of Strength, or drop it.
The hand is immaterial, but can exert force on its target.
Most abilities can interact with objects held by the hand, but not the hand itself.
The hand is not a creature. The hand does not have HP and cannot be damaged. Attacks and spells pass through it harmlessly, but it can be dispelled.
The hand can only carry objects you could carry with one hand.
You can end this spell as a fast action.
When this spell ends, the hand drops anything it was holding.
Suggested Backfire: A loud shower of sparks and bright lights like firecrackers shoots from your hand.
“I propose the creation of an invisible hand, which will lead the rich to divide their wealth with the poor.” - Madame Smith
Name | Effort | Requires | Description |
---|---|---|---|
Manipulate -4 | 7 | -4 to rolls using the hand | |
Manipulate -3 | 7 | Manipulate -4 | -3 to rolls using the hand |
Manipulate -2 | 7 | Manipulate -3 | -2 to rolls using the hand |
Manipulate -1 | 7 | Manipulate -2 | -1 to rolls using the hand |
Mastery | 7 | Manipulate -1 | +0 to rolls using the hand |
Extra Credit
Palm
Effort: 8
Requires: Mastery
Tiny objects held by your invisible hand are also invisible.
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