Caligarde?s Claw
(Conjuration/Summoning)
Level: 4
Range: 6?
Duration: 1 round/level of caster
Area of Effect: One creature
Components: V,S,M
Casting Time: 4 segments
Saving Throw: Neg.
Explanation/Description: Use of
this spell requires the claw or foot of a
creature, which is consumed in the
casting, and brings into existence an
invisible claw of force. The spellcaster
indicates (by pointing toward a location;
sight is not necessary) a target
within 6?. If the target saves, the claw
will not come into existence. If the target
does not save, the claw must locate
the target (with a hit roll as if it were a
weapon wielded by the caster). If it
does so successfully, it will immediately
do 1-4 points of damage. Thereafter,
until the spell expires, the claw is
destroyed, or the target escapes pursuit
by becoming ethereal or otherwise
physically leaving the plane of the caster,
it will strike infallibly once per
round for 1d4 damage.
Although the claw never misses, the
damage done by its strike can be
negated by an anti-magic shell, shield,
Bigby?s interposing hand, or similar
magical barrier. It can be destroyed by
dispel magic, but cannot be controlled
or physically harmed. It is not a living
thing, is not intelligent, and cannot perform
any task other than its slashing,
tearing attack. It can be dispelled at will
by the caster, but does not require continued
concentration for its maintenance,
and will not vanish of the caster
is killed or rendered unconscious. (The
spellcaster can engage, of course, in
further spellcasting while the claw
operates.) Its attacks do not necessarily
physically interfere with the actions
and movements of the target, who may

well cast spells or engage in physical
combat.
The claw will remain with its target
unshakably, regardless of distance traveled,
physical barriers, or aerial or
underwater travel. It will never change
targets, but will vanish at the death or
disappearance (see below) of its target.
If it fails to initially locate its target, it
will remain within a 1? distance from
the intended target?s initial location, an
invisible presence (use Grenade-Like
Missiles: Misses Location Table, DMG p.
64, for the claw?s precise location), until
the spell expires. If any creature
approaches within 1? of its location
after the missed target withdraws, the
claw will automatically strike (hit roll
required) without any attention or act
of will on the part of the caster. The
claw can thus be cast at a door to prevent
unharried future entrance or
egress. Note also that a careless or forgetful
spellcaster could well be attacked
by his or her own claw if it is
approached too closely after missing its
intended target. A spellcaster does nto
know if a claw is active, once cast,
except by observing the behavior of the
target?or, in the case described above,
by suffering a surprise attack. The claw
can then of course be immediately dispelled
by the caster. If unsuccessful in a
second attack against a different target
than the initial one, the claw will continue
to attack any target within a 1?
radius of it until the spell expires, and
may attack the target it originally
missed if said target leaves and then reenters
the claw?s area. The claw can
only locate and affect targets having a
tangible existence on the plane in which
it is cast.
 
 
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