ShadowHands

Level: 1st Casting Time: 1
Range: 0 Saving Throw: none
Area of Effect: self Components: V,S,M
Duration: 1 turn + 5 rounds/level Alteration, Shadow


When this spell is cast, the wizard's hands and lower arms become shadowy and insubstantial (ref. 3rd level Wraithform). During the spell's duration, the caster's arms are not subject to mundane physical attacks, with such attacks harmlessly passing thru the shadowy areas. +1 or better weapons, as well as magic spells, can harm the affected areas normally.

The caster's hands can pass thru the smallest of holes or narrow openings. Through concentration, the caster can solidify his hands enough to be able to grasp or slowly manipulate small objects. Each hand has a 5 pound grasping limit, with heavier objects being too massive for the shadowy appendages to effectively carry. Even while semi-solid, the caster's hands are still not subject to physical attacks; the partially solidified shadow merely parts for the attack.

Armed combat is not possible while under the effects of a Shadowhands; even if a given weapon is light enough to be carried, the swing of a weapon is too sudden for the shadowy hands to maintain hold. Spellcasting requiring somatic components is impossible, and the concentration necessary to hold material components ruins spellcasting as well.

Shadowhands lasts for 1 turn per 2 levels, and has the unusual benefit of being "duration-storable". The caster can turn the spell off and on as desired, retaining the remaining duration of the spell for later use. For example, a 1st level caster could use this spell for 2 rounds retrieving a dropped key from behind a small grating, then store the remaining 8 rounds for later use.