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PriestLv. 4

Hand of Torm

This spell is an improved form of the wyvern watchmagic. It was developed long ago by priests of Torm and is often used to defend sacred areas, such as the treasure chambers in the temple in Tantras.

A hand of Torm creates a shimmering, translucent image of a gigantic gauntleted human hand that is cupped so as to define a spherical area. It is typically used to guard that area against intrusion. Any sighted creature approaching the image readily sees it. Any creature bearing a symbol sacred to Torm can to pass through the hand and the sphere it defines without effect. Any other creature who approaches the guarded area feels a warning prickling in the air, an almost electric tension.

If the guarded area is entered, the intruding creature feels a solid force resisting its forward movement. The creature must make a successful saving throw vs. paralyzation at a -3 penalty to continue forward into the protected area and a second successful saving throw vs. paralyzation at a - 3 penalty to pass out of the guarded area at any other point except at the one entered. Failure of this Strength check causes the creature to be paralyzed for one turn per level of the caster or until freed by the caster, whichever occurs first.

Any creature without a holy symbol of Torm who attempts to pass an area guarded by a hand of Torm is also slowed so as to require 2 rounds to enter or exit. Regardless of the results of the saving throw vs. paralyzation, the intruder must also make a saving throw vs. spell for each of these rounds. A successful saving throw means no damage is inflicted on the intruder. Failure indicates that a crushing, constricting force squeezes the intruder for Id6 points of damage in that round. Observers see the image of the hand closing about the intruder, but this is a visual effect only; a hand of Torm can constrict and hamper the progress of more than one creature within its confines at any one time.

Any number of creatures can be affected by a hand of Torm without dissipating or exhausting it until its duration expires normally. A successful dispel magic destroys it instantly.

The material component of the spell is the priest's holy symbol (which is not consumed in the casting).

Notes: Granted by the war god Torm in the Forgotten Realms setting.

Sources: Faiths & Avatars · Priest's Spell Compendium

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