When the spell is cast two floating magically colored hands appear. These hands can be one of seven colors according to the caster, each with different effects. Once the caster chooses the hand's colors, they stay that color for the duration of the spell. The colors are as follows:
Red: Shoots a red magic 30 ft. beam from its palm at a chosen target. Make a ranged spell attack against the target. The target takes 3d8 radiant damage.
Yellow: Shoots 3 yellow projectiles from its palm. Make a ranged spell attack against the target, or multiple if targeting multiple creatures within 90ft. of the hand. Each projectile can hit a creature of choice within range and does 3d4 lightning damage. If you roll a critical hit when using this, the target is stunned for 1 round.
Orange: Choose a 5x5 cube area within the hand's range that is unoccupied. Orange glowing magic mines appear floating in the area you activate this in. If a creature enters the affected area, they take 5d12 fire damage. The mines can also be detonated on command.
Green: Creates a green magical barrier around whatever target the hand grabs onto. Adds +5 AC to the chosen target and can't be penetrated by magic missile. This AC can't be stacked on the same creature/object with an additional hand. However, if a creature uses a spell that's point of origin is from itself while in the barrier, the spell will get trapped inside and inflict damage on itself.
Blue: Conjures a blue serrated disk in the hand. When the disk is tossed, the target must make a DEX save or take half damage. On a failed save, the disk does 5d4 slashing damage as it swings by your target, and boomerangs back around to deal the second possible half of damage before returning to the hand it was tossed from.
Cyan: A long wispy 30 ft. cyan magic whip is produced from the hand. Make a melee spell attack against the target. If this attack hits, the creature takes 3d4 force damage. If the creature is Large or smaller it can be pulled in the direction of the hand by 15 ft.
Purple: Produces a purple spike on the palm of the hand of a dagger's length. Make a melee spell attack against the target. If this attack hits, the creature takes 3d4 piercing damage. If you roll a critical hit when using this, the target is poisoned for 1d4 rounds.
The spell resemble the caster's hands and are clearly visible. The hand vanishes if it is ever more than 30 ft. away from you. You can use the hand as if it was an extension of your body. You can move the hand up to 30 feet each time you use it. If you wish to use it to attack physically as in punching, slapping, or flicking; you may do so by rolling as if it was an unarmed strike using your spellcasting modifier instead of STR.
The Chromatic Hands can each be targeted before the spell ends. Each hand has an 10 + spellcasting modifier AC and 5 hit points. If a Chromatic Hand drops to 0 hit points before the spell ends, it shatters and deals 5 psychic damage to the caster.
At Higher Levels. When you cast this spell using a spell slot of 4th to 8th level, you have an additional hand per level for a maximum of 7 Chromatic Hands.
At 9th Level. Your hands begin to radiate chromatic energy and can be used as Chromatic Hands, along with the other seven. Any damage that comes from the hands on your person gets an additional 1d10 damage.
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Posted Jan 24, 2022Ahahahahahaha, i've finally found it. Great spell, but it seems too limited, maybe increase the range in which the chromatic hands can operate. Also could you change it so that we can change the color of the hands, but as a bonus action. Thx.