Conjure Claw
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Required | Seed: Conjure 2 |
Range | 5 yards x Rank |
Area | 1 Yard wide claw that can move up to 5 yards |
Duration | Instant |
Casting | Verbal, Somatic |
Cast Action | Standard |
Cost | 1 Mana |
Push | +1 yard to distance the claw can move per push |
Defense | Physical, Magic Resistance |
Effect | The caster manipulates existing planar material into the shape of a hand approximately 1 yard wide that claws across the ground 5 yards in any direction from its point of origin. Enemies struck by the claw take Willpower + Sorcery + Seed: Conjure lethal physical damage (vs. target's physical defense) If the conjured material 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 pushed by the claw ending their turn where the claw ends. When the claw reaches its maximum distance it collapses back into planar materials. Flying targets may not be struck with Conjured Claw.
Conjured Claw does not create new materials itself when cast, it must have at least 200 pounds of planar materials, such as those created by Conjure Materials to work with. Example: Malatar creates a pile of Stygian bone with Conjure Materials. On the following round he casts Conjure Claw sending the bones from the pile to knock a nearby enemy away from him. The claw collapses into a pile of bones next to the target. The following round as the enemy begins to run, trying to escape, Malatar moves so the enemy is between him and the bones, and conjures the claw again, pushing the enemy back towards him. |