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The spell interposing hand appears to be essentially the same as it was in 3.5, but the wording in both versions appears somewhat vague.
Interposing HandSchool evocation [force]; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, F (a soft glove)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft. hand
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yesInterposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 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 never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.
Directing the spell to a new target is a move action.
The spell description states that the hand appears between you and an opponent you designate. It then also states that a creature weighing 2,000 lbs. or less that tries to push past the hand is slowed to half its normal speed. My question is: How far out between yourself and the opponent does the hand position itself? Does it appear in a square immediately adjacent to the opponent, meaning that any attempt the opponent makes to lessen the distance between you meets with the movement-impairing effect? Does it appear in a square adjacent to the caster, making the movement-altering effect pretty much useless? Can the caster direct the hand to maintain a certain distance out from himself (even though the spell description suggests the caster can only choose targets for the hand and nothing else)? How the hell does this thing work?!

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Not sure that this is the way it officially works, but I’ve always played it that you can designate the hand to appear at any square that is within the spell range that is along a line between you and the target. It will not move closer to the target than this (will not pursue an opponent), but will move closer to you if the target tries to get past it or push against it (ie, as it repositions itself to stay between you and the target at all times). You can’t direct it to move except to a new target (at which point you can select a new square for it).
I agree with you that the wording is vague, and my interpretation may be way off.

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The hand specifies that it provides cover for you against the designated opponent. It doesn't say anything about the cover going both ways. The way I read it, I'm guessing the hand doesn't provide any protection for the opponent being "blocked." If you run it that way, interposing hand becomes pretty useful, especially when you've got a party full of archers and spellcasters standing by to obliterate the melee-heavy bad guy getting held off by the spell. ;)

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0gre wrote:Forceful is pretty nice and grasping is just plain awesome. My GM complains it's broken all the time. Maybe the fact that I was able to bullrush his favorite villain repeatedly through a blade barrier bothered him.I get the impression that strategy won't work as well as it used to in Pathfinder.
PRD wrote:It has as many hit points as you do when you're undamaged, and is AC 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 blade barrier would chop up your hand pretty quickly, especially since it has the HP of a wizard (or sorcerer). :)
Well it didn't actually push her through it so much as into it. The blade barrier was against a wall. She would step out, it would push her into the barrier, repeat. I don't think it would take damage in that situation. Regardless I got away with it for a couple rounds :)

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Fatespinner wrote:Well it didn't actually push her through it so much as into it. The blade barrier was against a wall. She would step out, it would push her into the barrier, repeat. I don't think it would take damage in that situation. Regardless I got away with it for a couple rounds :)0gre wrote:Forceful is pretty nice and grasping is just plain awesome. My GM complains it's broken all the time. Maybe the fact that I was able to bullrush his favorite villain repeatedly through a blade barrier bothered him.I get the impression that strategy won't work as well as it used to in Pathfinder.
PRD wrote:It has as many hit points as you do when you're undamaged, and is AC 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 blade barrier would chop up your hand pretty quickly, especially since it has the HP of a wizard (or sorcerer). :)
Yeah, I was under the impression that you were grappling with it and dragging them into the barrier. Then I re-read your post and deleted mine. :D

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The hand specifies that it provides cover for you against the designated opponent. It doesn't say anything about the cover going both ways. The way I read it, I'm guessing the hand doesn't provide any protection for the opponent being "blocked." If you run it that way, interposing hand becomes pretty useful, especially when you've got a party full of archers and spellcasters standing by to obliterate the melee-heavy bad guy getting held off by the spell. ;)
Cover's generally two way. The hand doesn't become insubstantial for other creatures.

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The hand specifies that it provides cover for you against the designated opponent. It doesn't say anything about the cover going both ways. The way I read it, I'm guessing the hand doesn't provide any protection for the opponent being "blocked." If you run it that way, interposing hand becomes pretty useful, especially when you've got a party full of archers and spellcasters standing by to obliterate the melee-heavy bad guy getting held off by the spell. ;)
To be honest in my experience it's only middling good against melee heavy enemies. The CMD of level appropriate meleers is just too high to really put the beat down on them and they can likely deal enough hitpoints to destroy it in a single round.
What it is absolutely stellar at is shutting down any enemy spellcasters. They generally don't have the ability to do enough damage in a round to kill it and if they are grappled it really kills their ability to cast.