First of all, I really like the idea of this spell. Essentially taking Bigby’s Hand, ramping it up to 11, and fire it out of cannon full tilt to punch your enemies to bits.
Unfortunately, as written, it’s unbalanced. And that’s saying something given it’s a 9th level spell where we use the term ‘balanced’ very loosely. However, much of the unbalancing stems from the clunky way you’ve chosen to write things; you’re striving to match the way Bigby’s Hand was written which is a good start, but not everything’s going to work on a 1:1 basis here.
I’m going to list the recommendations I have for revisions. Part of this is to address some of the language issues, but the other is to address feasibility issues of handling this thing. Sometimes, high level spells aren’t so much a destructive force as they are a sub-encounter to be handled by the opposing party; to that end it needs to be possible to do, but it doesn’t necessarily need to be easy (see prismatic wall). These recommendations aren’t necessarily absolutely everything you’d need, but they should improve things:
The problem I have with this range is that it’s the same range as spells like Meteor Swarm and ostensibly Storm of Vengeance. Part of these spells’ power lies in that the massive range makes it nearly impossible to stop them.
The damage output of your proposed spell can easily exceed Meteor Swarm were it directed at a city. With a massive range component, it becomes nearly impossible to locate the caster and attack them in a manner that would disrupt concentration.
- Recommendation: Reduce the range to 500 feet, which is a major upgrade on the original spell’s range, in-line with comparable city-wreckers like Earthquake, but the range is not so large that it’s completely infeasible to target the caster. I would also consider adding language necessitating that the caster be within range to exert control on the spell.
- The hand sheds sunlight out to a range of 100 feet and dim light for an additional 100 feet.
I’m guessing the inclusion of this was to fulfill the ‘glorious’ part of the description. I don’t have an issue without necessarily, but the addition of sunlight is notable. There’s only a handful of spells that do this and for the creatures impacted by sunlight, it is a serious hindrance, which adds massive utility for this spell.
- Recommendation: Given that the spell already has a lot of utility by virtue of being an upgraded Bigby’s Hand, I would recommend just making this regular light.
- When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 300 feet and then cause one of the following effects with it.
In one of the games I play in, we are 20th level and have a monk whom is incredibly fast to the point that I need to ensure the maps are sized in a way that he gets to enjoy that speed. Unless that monk spends most of their Actions to go faster, they aren’t going to be able to keep up with that speed.
- Recommendation: Slow down. I would honestly not change this from the original spell’s 60 feet per round, but if you really want to increase it then don’t do more than 90 feet. This is a massive, powerful hand. With the speed as you have it now, it’s also apparently faster than some of the slower forms of light and characters need to have a chance to catch this if they’re to be able to do anything about it.
First of all, the proposed effect is essentially lightning bolt on steroids because not only are we talking about more damage, but the size of the line is massive. Also instead of a line, it’s more like a 20’x20′ battering ram. Because of this, the opportunity to do a truly ridiculous amount of damage over the course of the spell’s duration becomes readily apparent. I recommend toning this down to simply be that the hand can attempt to strike things along its movement path, this gives it versatility, the chance to deal a lot of damage
In addition, the manner in which damage is dealt to structures is extremely clunky and kind of difficult to parse. Given that the DMG has rules for damaging large structures and other creatures offer a means to excel at damaging structures, I recommend utilizing this language to address attacking structures.
- Recommendation: I think you’ve deviated too far from the original language. Consider this as an alternative: “The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. The hand deals double damage to objects and structures. The hand can attempt this attack up to 4 times at any point during it’s movement.” Also, rename it from Glorious Punch to Glorious Combo, because branding matters.
The damage is much less than what you originally proposed, but consider that this is slightly less damage per round as a Bonus Action than a Tarrasque’s full attack. Furthermore, if all 4 attacks hit a single target, you will deal 33% more damage than the original spell.
You have to remember that at the beginning of your spell description, you indicated that the hand is a Gargantuan creature. By doing so, you’ve specified what the hand’s dimensions are for the purposes of combat and therefore, you do not need to spend text to restate what’s already a defined term (especially if you’re not intended to deviate).
From what you’ve written, I understand that your intent is to have the hand smash an area of the ground that is equal to the area of the battlefield it controls. Fortunately, there are some big creatures that already have language for this like the Warforged Colossus.
- Recommendation: Change the text to read something like this: “The hand smashes at a point on the ground within 20 feet of it. Any creature in a 10-foot radius, 20-foot-high cylinder centered on this point must succeed on a Dexterity saving throw or take 8d8 force damage and be stunned. On a success, the creature takes half damage. Structures as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
I’m iffy on this even being included because it’s not part of the original. If you want to keep it, though, consider modeling it based on Sunbeam which lets you make it a 5′ wide, 60′ line.
- *Recommendation: Rewrite as follows: A beam of brilliant light flashes out from the hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by the spell.
I’m unclear why this use of the spell has a diverse spread of damage types.
- Recommendation: Keep it simple with the force damage type. Everything else in the spell uses force, no sense in changing that unless you intend to do so consistently. When setting the damage for this feature, consider making it being equal to double the damage dice of the Clenched Fist option as it’s going to not have the chance for multiple hits.
Simplify this feature to just become a mobile, opaque wall of force between any two creatures of the caster’s choosing (not groups). This lets you achieve the total cover you’re seeking, but lets it be countered by multiple attackers. You can also remove any text about strength being higher than the hand’s; at 30 nothing can be stronger by the rules.
- Recommendation: Consider simplifying the text as follows: “The hand interposes itself between any two creatures of your choosing providing total cover for both creatures relative to each other. The hand acts as a Wall of Force except as follows: The hand becomes opaque to block line of sight, the hand moves relative to the creatures to maintain total cover between them, and the hand cannot be destroyed by instantly by a Disintegrate spell (unless the spell depletes the hands hit points).
Lastly, I’d like to note the damage for the spell. As I’ve reviewed this spell, the caster is more vulnerable, but this is because the spell has the chance to deal a lot more damage than something like Meteor Swarm. I’ve notably reduced your proposed damage values to consider that a lot of this damage is being dealt with a Bonus Action, the spell offers a lot of versatility, and ensure that it’s more damage than an upcast Bigby’s Hand, but not much more.