Red Right Hand of the Magus (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 3
School: #Evocation

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V,S,M (a red glove)

Effect

Range: Self, see below
Target or Area: See Below
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Upon pronouncing the dire phrases of this spell, you create a glowing red hand, faintly translucent and gently glowing, which manifests in your space. This hand may be of size Fine, Diminutive, or even Tiny, meaning a hand from normal human size up to two feet in length. This hand must only move in unblocked, unoccupied spaces, and cannot be targeted by any attack except Dispel Magic, Disjoins, and the like. If ordered to enter an Antimagic Field, the effect is destroyed harmlessly.
When cast, this spell may be used in all respects as Hand of the Magus (Spell), except that it may handle objects up to a weight equal to your medium load. When you point, the hand will zip to the place you wish it to go at the cost of a move action, to a maximum distance per Move of fifty feet, and of course, the effect must remain within the range of the spell.
This spell is not able to perform actions with dexterity or finesse, and thus it may not be used to make skill checks or combat maneuvers or affect creatures in any significant way, save the following.
As a Move action, the caster may command the Hand to explode in a fiery gout of roiling flame. This flame gushes forth from the space which the Hand occupies, even if that space is your own, and fills a fifteen foot cone, a 3x3 space. You are not harmed by these flames. The Hand explodes for 1d6 of fire damage per caster level, to a maximum of 10d6 of damage. Affected creatures are allowed to make a REFL saving throw for half damage against a DC defined above.
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.



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30