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WizardLv. 4

Caligarde's Claw

By means of this spell, the caster calls into being an invisible claw of force, similar in many ways to the numerous Bigby's hand spells. This claw can be set in an area to attack everyone within 10 feet, or can be sent against one particular target creature.

If sent against a particular creature, that creature must make a saving throw vs. spell or be clawed immediately by the invisible force for that round and every round thereafter for the duration of the spell. If the saving throw is made, the claw lands 10 feet away in a random direction (as determined by the Grenade-like Missile Scatter Diagram, from the Dungeon Master Guide). It is then treated as if it had been cast on that location.

A claw cast on a location will attack the closest creature within 10 feet of its location, attacking with the same THAC0 as the caster. If it strikes any target (friend or foe, or even the caster himself) the claw hits automatically every round thereafter.

The claw inflicts 1-4 points of damage per round. It never misses once it hits, but it can be foiled by any type of magical barrier, including shield, anti-magic shell, Bigby's interposing hand, and so on. Such spells will not negate its attacks, but the attacks will be directed against the spell instead of the target creature. Dispel magic will destroy the claw. Physical attacks inflict no damage on the claw. The caster can dispel the claw at will.

Once the claw hits, it remains with the target regardless of the target's actions or movement, even if it moves beyond the spell's original 10-foot radius. The claw does not interfere with movement or attacks, but its continual damage does prevent spellcasting (though not the use of devices or activation words).

The material component of this spell is a dried foot or claw.

Sources: Pages From the Mages

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