Mage Hand

Recommendation: Your spirit point maximum should be 2 or greater.

Cast (Action) (Concentration, Up to 1 Minute): You supernaturally seize a Tiny* target you can see within 12 squares of you. The target can be a creature or it can be a loose object, and it is weightless for the duration. If the target is a creature, it is also restrained.

Immediately after you seize the target, and as your action on any turn for the duration, you can use one of the following techniques:

  • Crush: You cause the target to take eldritch damage equal to half the number of faces on your Fighting die.

  • Deputize: If the target is a creature, it makes your choice of attack against a creature or an object of your choice that you can see. The deputized target has disadvantage on the Fighting test.

  • Interact: You harmlessly manipulate the target, or you cause the target to interact with an object or feature of the environment (see Other Activity on Your Turn). For example, you might force a creature to drop its weapon.

  • Levitate: You move the target up to 2 squares to a location of your choice. You determine the target's flight path.

  • Suffocate: If the target is a creature, it can neither breathe nor speak until the end of your next turn.

It is possible for a creature to resist your grasp. Right before it is seized by you, and as its action on any turn for the duration, the target can make a Hard (4+) Strength test.** The target fails automatically if it is incapacitated. If the target succeeds, the spell ends.

You can spend up to 2 spirit points to heighten *the spell when you cast it. If you spend 1 spirit point, the target can be Medium or smaller. If you spend 2 spirit points, the target can be Huge or smaller.

A Tiny creature has disadvantage on this test if the spell has been heightened. A Small or Medium creature has disadvantage on this test if the spell has been heightened with 2 spirit points.

Player Tip: Dropping a foe from a high place is a great use of Levitate.