The caster conjures a spectral, floating copy of their arm from the shoulder down whose size can range from no smaller the casters own limb to as long in total length as the caster is tall at a point you choose within range. The arm lasts for the duration or until you dismiss it as an action. The arm vanishes if it is ever more than 15 feet away from you or if you cast this spell again.
AC 10 + Intelligence modifier + Wisdom Modifier. Hit point equal to 15 + Intelligence Modifier + Wisdom Modifier. The arm's Strength is equal to its AC and uses the caster's Dexterity.
The summoned arm can be either the right or left side but cannot switch after it is summoned. The arm can mirror the actions of the casters or be controlled mentally. On your turn you cast this spell and as a bonus action on each turn this spell is still active you can cause the each manifest arm to perform one of the following effects.
Crane Arm: The arm can lift and move objects and willing creature weighing not more than 100 pounds + (Intelligence Modifier x 100) pounds within 5 feet of it freely with it range of the caster.
Catapult Arm: The arm can lift or throw an object within 5 feet of it or grappled target weighing not more than 100 pounds + (Intelligence Modifier x 100) pounds up to a range of 60 feet with accuracy and a further 40 without.
Manipulator Arm: The arm can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
Forcing Arm: The arm attempts to push or grapple an unwilling creature with 5 feet of it, make a check with the arm's Strength contested against the Strength (Athletics) of the target, on a success that target is grappled. The target can repeat the Strength (Athletics) check at the start of each of its turns.
Crushing Crushing: The arm can squeeze down on a grappled target dealing 2d6 bludgeoning damage, the target makes a Wisdom Saving Throw and dose not take the magical aspect of the attack on a success.
Spectral Touch: The arm can make an unarmed attack with 2d6 force damage with an additional 2d6 for point of the Intelligence Modifier.
War Touch: The arm can wield weapons with the proficiency of the caster but cannot activate magical weapon effects, a single arm when at full size can wield weapons sized for creatures a size larger than the caster without penalty, when wielding a weapon above your size category your movement is halved.
At Higher Levels: Casting this spell at 3th level summons a second arm. Multiple arms working together to lift an object have their numbers added together before the lift check.
Casting at 5th level summons two additional arms giving the caster a total of four spectral arms and allows the summoned arms to wield a weapons sized for a creature up to 2 size categories larger than the caster.
Casting at 9th level summons two more arms giving you a total of six spectral limbs. The magical power of the arms resonates and all damage they deal is now considered magical.
Previous Versions
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10/9/2022 11:45:07 PM
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Coming Soon
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