Conjure Claw: Difference between revisions

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   | Push || +1 yard to Range
   | Push || +1 yard to Range
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   | Effect || The caster conjures planar material up to 10 yards away that swells into the shape of a clawed hand that sweeps across the ground toward the caster dealing Willpower + Sorcery + Seed: Conjure lethal physical damage (vs. target's physical defense) to any targets between the caster and the origination point. If the material conjured is Stone (or equivalent) the roll gains +1 Armor Piercing. If the material is metal the roll gains +2 Armor Piercing. A target struck by the claw must succeed against a Magic Resistance roll or be dragged adjacent to the caster. Flying targets may not be struck with Conjured Claw.
   | Effect || The caster conjures planar material that swells into the shape of a hand that claws across the ground. When casting the spell the caster may choose from the following:
 
* The claw is conjured at the caster's location and claws away from the caster 5 yards.
* The claw is conjured up to 5 yards away from the caster and claws towards the caster.
 
Enemies struck by the claw take Willpower + Sorcery + Seed: Conjure lethal physical damage (vs. target's physical defense) If the material conjured is stone the roll gains +1 Armor Piercing. If the material is metal the roll gains +2 Armor Piercing. A target struck by the claw must succeed against a Magic Resistance roll or be grabbed by the claw ending their turn where the claw ends. Flying targets may not be struck with Conjured Claw.
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Revision as of 23:26, 22 August 2020

Required Seed: Conjure 2
Range 5 yards
Area 1 Yard wide
Duration Instant
Casting Verbal, Somatic
Cast Action Standard
Mana Cost 1
Push +1 yard to Range
Effect The caster conjures planar material that swells into the shape of a hand that claws across the ground. When casting the spell the caster may choose from the following:
  • The claw is conjured at the caster's location and claws away from the caster 5 yards.
  • The claw is conjured up to 5 yards away from the caster and claws towards the caster.

Enemies struck by the claw take Willpower + Sorcery + Seed: Conjure lethal physical damage (vs. target's physical defense) If the material conjured is stone the roll gains +1 Armor Piercing. If the material is metal the roll gains +2 Armor Piercing. A target struck by the claw must succeed against a Magic Resistance roll or be grabbed by the claw ending their turn where the claw ends. Flying targets may not be struck with Conjured Claw.