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WizardLv. 1

Gauntlet

This spell creates a translucent, silent, nonconductive glove of magical force around one of the caster's hands. This glove cannot be crushed, so the caster can use it to wedge doors open, keep even the great weight of a falling portcullis from slamming down, and so on. The caster can remove his hand from the gauntlet if it is so wedged, but cannot it put back in. The wedge remains in effect until the spell expires or a dispel magic spell causes the gauntlet to vanish. The gauntlet can be used to strike for 2d4 points of damage per blow, with the caster's normal THAC0 It gains no attack or damage bonuses but is considered a +4 magical weapon for purposes of what it can hit. It can touch or handle heat, acid and other flesh-corrosive substances, and boiling liquids or vapors without suffering harm. Diseases cannot be transmitted by it or cling to it, so molds and mummy rot can be freely handled and not passed on to another being who later touches the gauntlet. No substance or creature can adhere to the gauntlet, regardless of what methods are used. In other words, a spider climb-using mage could not, and neither could a viscid glob, gibbering mouther secretion, stirge barb, mimic pseudo-pod, or web spell. The glove does not grasp or strike with any force beyond the caster's normal strength.

A spellcaster cannot cast any spell with somatic components while the gauntlet is in place. It can be banished instantly by the caster's silent will, ending the spell.

The material component of this spell is a lump of clear glass or rock crystal large enough to fill the caster's palm.

Notes: Uncommon in the Forgotten Realms setting; virtually unknown elsewhere.

Sources: Wizard's Spell Compendium

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