The first question: is it an attacking spell or a utility spell, ie: light cast on an opponent's helm is an attack yet light itself is a utility spell. so is it a spell that attacks or a utility spell that facilitates attacks? In other words would it qualify for the advanced race guide ability below? why or why not?
Spell-Like Ability, Lesser (Variable, see Special)
Prerequisites: None.
Benefit: Choose a 2nd-level or lower spell that does not attack a
creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as the level of the spell
chosen (minimum 1 RP). This trait can be taken up to three times. Each
time you take an additional spell, adjust the RP cost of this trait
appropriately.
The second question: Ghost touch weapons and interacting full attack option?
What strength mod is applied to the spectral hand if any? If i read correctly attacking with the hand counts as a normal attack.
Say i was a lvl 6 paladin with spectral hand from some source, can I pickup a ghost touch weapon I am proficient with and attack at range 160' with a full attack +6/+1 applying all of my normal modifiers as if i were attacking face to face? If not full attack then single attack? and if not then why no interface with the ghost touch quality? Please describe why or why not, Thanks
Ghost Touch
Price +1 bonus
Aura moderate conjuration; CL 9th; Weight —
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
Craft Magic Arms and Armor, plane shift; Cost +1 bonus
School necromancy; Level sorcerer/wizard 2, witch 2 CASTING
Casting Time 1 standard action EFFECT
Range medium (100 ft. + 10 ft./level) |
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.