Conjure Claw

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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 per Push
Defense Physical, Magic Resistance 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 moves away from the caster 5 yards.
  • The claw is conjured up to 5 yards away from the caster and moves 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.