Mage Hand
A servant with no eyes and no imagination
Mage Hand conjures a flying hand of force and leaves it to work.
Telekinesis seizes objects for one round and takes the caster's whole attention. The hand lasts hours and works alone: it accepts a standing order—hold this, carry that, keep the winch turning—and follows it while the caster does something else. Changing a simple order is Free; a complicated one costs a tick.
The hand has no senses. It does not see, hear, or report. A caster who sends it out of sight is working blind. It is a hand, not a scout.
It does not fight. No attacks, no damage. It carries, holds, pulls, braces, and obstructs: a door held shut, a rope kept taut, a lever pinned. A creature contesting the hand opposes it with Strength.
Progression
| Level | Size | Maximum Strength | Range from caster | Duration |
|---|---|---|---|---|
| 1 | Medium | +5 | 50 ft per caster level | hours per level |
| 3 | Large | +10 | 100 ft per caster level | hours per level |
| 5 | Huge | +15 | 500 ft per caster level | 1 day per caster level |
The hand has one point of Strength per caster level, capped by the spell level. It stops at +15, where a two-handed weapon doubles its dice (see 11).