Hand of the Magus (Spell)
- Level: Sorcerer/Wizard 0
- School: Transmutation
- Casting Time: Standard Action
- Components: V, S
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: one non-magical, unattended object weighing up to 5 lbs.
- Duration: Concentration
- Saving Throw: No saving throw granted
Save DC: -
- Spell Resistance: Yes
- As you cast this spell, a size Tiny hand-sized and shaped construct appears in your square. If you point your finger at an unattended object, the hand darts obediently to it (within range) and can lift it and move it at will as long as it weighs less than a light load for your strength. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. This hand is as dexterous as your own, and can be used to write, open doors, etc. It is not strong or supple enough to make any skill checks at a distance, such as writing a forgery, attempting a combat maneuver, etc. It is just fine for picking and carrying anything you can move easily with one hand, a light load for you.
- If you use Hand of the Magus to pick up a suitable object (a rock, a sturdy stick, a dagger, etc) while using a move action, you may make a ranged touch attack as a standard action against a creature. If you successfully hit, you inflict (No Circle) 1d4 points of damage, plus 1d4 points per 3 character levels (drop fractions; max 4d4 at character level 9) of a damage type appropriate to the object you are attacking with (rocks do bludgeoning (physical, common), a knife or sharp rock will do slashing (physical, common), a vial of acid will do acid (energy, common) damage, an alchemical fire flask does fire (energy, common) damage, etc.). Once you make such an attack successfully, the Mage Hand is dispelled.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.