Manifest Hand
Manifest Hand creates a large magic hand, your hand. The hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you when undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand. As you increase the power of the spell, you can do more with the hand.
Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal speed. If the opponent weighs more than 2,000 pounds, the hand cannot reduce its speed but still affects the opponent’s attacks.
Effect
Expending 22 mana points to cast this spell creates a floating, disembodied hand then moves to remain between the two, regardless of where you move or how the opponent tries to get around it, providing 9/10s cover (+10 AC) for you against that opponent. By concentrating (as a standard action), you can designate a new opponent for the hand.
Expending 30 mana points allows you to control the hand for more than just blocking. The hand pursues and pushes away the opponent that you designate. Treat this as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and +2 for charging bonus, which it always gets). The hand always moves with the opponent to push him back the full distance allowed, and it has no speed limit.
A very strong creature could not push the hand out of its way (because the hand would instantly reposition itself between the creature and you), but it could push the hand up against you by successfully bull-rushing the hand.
Expending 38 mana points allows you to grapple one opponent that you select. The grasping hand gets one grappling attack per round. Its attack bonus to make contact is your level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand’s Strength score (31), -1 for being Large. Its grapple check is this same figure, except with +4 for being Large instead of -1. It holds but does not harm creatures it grapples.
The grasping hand can also bull rush an opponent as the 6th level hand does, but at +16 on the Strength check, or interpose itself as 5th level hand does.
Expending 46 mana points improves your control of the fist even more. You can do all the previous levels' abilities plus you can close it into a fist and punch things. It moves and attacks as directed by you. (You direct it as a free action.) The floating hand can move up to 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), -1 for being Large. The hand’s damage is 1d8+12, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.
Expending 50 mana points adds the ability to crush things you have grappled to your control of the hand. It crushes with a +12 bonus for the hand’s Strength score (35). The hand deals 2d6+12 points of grapple damage (normal, not subdual).
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