Is Spectral Hand Worth It?


Advice


As the title suggests, I'm curious to know if Spectral Hand is worth it for offensive casting. It's got a range of Medium, and it only uses touch spells of 4th level or below....

That said, for the cost of a single 5th level spell slot, you can Enlarge/Reach/Extend it, and have the ability to throw around lvl 4 and below touch spells at 800 + 80ft/lvl. Looking through the spell list, we've got the major buffs, Ghoul Touch, Vampiric Touch, Touch of Idiocy/Gracelessness, Calcific Touch.... Just to name some of the few I'm looking at.

I'm curious because I've been thinking of rolling up a 'Hand spell' sorcerer. I always was a big fan of good ol' Bigsby. Of course, Spectral Hand fits in with the theme, and I do so love the killer face palms.


I've always thought the spell is best used with healers...


Mmm, I totally forgot that a witch gets Spectral Hand. I suppose I should edit my original post to clarify.


YES!

I'm playing a Touch Witch and it's great. I'm squishy and getting close to the monsters is really bad for me so I use it all the time. Enervation is my favorite spell to use with it.
I have a maximize rod (lesser) and start the day with a maximized vamp touch to gain 30 temp hit point because as a Witch I don't even get mirror image to hide behind and those hit points are crucial.
You've mentioned all the other good spells but don't forget the trait/intensified shocking grasp combo that you could use. Oh and Frostbite is nice for the fatigued de-buff.


Range is medium!


Enervation is a RTA! Silly arse! Ignore that bit!


stuart haffenden wrote:
Range is medium!

*facepalms self but forgot had shocking grasp turned on.*

Thanks for the catch. I was running off memory and failed my knowledge check.

Sczarni

Spectral Hand has been my favorite spell since 3.0. I love it so damn much I even bought a wand of it for my PFS wizard. I tend to use it with intensified Shocking Grasps and the Precocious Spellcaster and Magical Lineage traits to prepare them in first level slots but acting at +1 level for a maximum of 11d6 of damage at 10th level. Perhaps not the most deadly spell but since you hit touch AC and can hold a charge on a miss, those d6 tend to land a LOT for only using up a 1st level slot... *cough*provided any spell resistance is broken of course.*cough*

I tend to leave a few of my higher spell slots open and if I know the party has a day or two of in game time to prep, I will spend all my 4th level slots to prepare Mnemonic Enhancer, allowing for a mess of extra slots for my zaps. If I suspect I'm dealing with something that has electrical immunity or resistance, a Lesser Elemental Metamagic Rod (Acid if I must, Sonic if I can custom create and sweet talk the GM) comes out to play (in one campaign I play, I have three). =D

In all the years I've been playing with that spell I've never found the need to burn higher spell slots for Spectral Hand itself. Sure, you can conceivably give it absurd reach but unless you're on a sniper mission, you aren't likely going to need more than 110+ feet of range. Since it's an incorporeal effect it works just as well if you take the time to fly up 105 feet in the air. Want to get extra creative with it in a daytime outdoor fight? Fly to your maximum range, use Greater Invisibility if you can and put your back to the sun. Provided your GM isn't a total weenie, good luck rationalizing how anyone can target your wizard by the Hand's location.

Oh, never forget, since it's incorporeal it works perfectly fine on other incorporeal creatures but is equally vulnerable to such things. Also, it is not subject to spell resistance but your touch spells most likely will be. Some GMs may try to argue that a failed SR check means the hand can no longer effect the given target and you have to recast SH. Not so! At worst you just have to drop the charge and recast another touch spell. Plus, as it has a duration you are not required to only use touch spells while it is in effect. Another thing I've had to call to more than a few GM's attention.

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