Duhlark's Long Reach
- SchoolAlteration, Conjuration/Summoning
- ComponentsV, S, M
- Range25 yards + 5 yards/level
- AreaSpecial
- Casting time7
- Duration1 turn/2 levels
- SaveNone
Available to: Duhlark Kolat; Guild, Watch
This spell creates one arm out of materials present at the wizard's chosen area of effect; the arm can form from any surface like a wall or from the ground, creating a large arm of wood, packed dirt, or stone, though the effects are the same. The arm can be normal human-sized or it can be up to gargantuan size (3 feet long + caster's level in feet max.). Its primary purpose is to grab and hold objects, persons, or creatures; it grabs at the first immediate moving target with the wizard's THAC0 with a +2 bonus and it holds its prey with the equivalent of 19 Strength, regardless of size. It can be used to punch down walls and doors (striking like a battering ram for 2 points of structural damage) and it can punch opponents (wizard's THAC0 +2, 2d6 points of damage). If created of wood, the arm has an AC of 4, while a stone arm has an AC of 0; the arm's hit points are equal to the mage's and it collapses when it runs out of hit points.
The magical arm is under the control of the caster and can be used for other purposes beyond capture and attack; the caster cannot, while controlling the arm, perform any other actions. Like spectral hand, successive spells cast by the controlling mage can be projected through the magical arm; if performing any other activity, the mage cannot move the arm during that round and it freezes in its last position. Once formed, the long reach arm is rooted to its original creation point and is limited to its specific size.
While created by Duhlark the Transmuter, a mage of Waterdeep, this spell is known for its use by watch-wizards and is often referred to as the "Long Arm of the Law." In the hands of the watch-wizards, this spell performs many functions, like catching fleeing felons, battering down doors, halting runaway wagons, tossing Dock Ward rowdies into the harbor, and even stretching to rescue children trapped in burning buildings before pulling the burning wreck down. Duhlark is proud to see his spell in good use, but he grows furious if people don't use its "proper title, not a populist caricature of a name!"
The material components for the spell are a small piece of wood or stone and a pinch of sulphur.
Sources: City of Splendors