As two actions, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 5 meters. The claw lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.
When you cast the spell—and as an action on each of your turns thereafter—you can move the claw up to 5 meters and then cause one of the following effects with it.
Slashing Claw. The claw slashes a creature or object within 1 meter of it. Make a melee spell attack.
On a hit, it takes 5d8 slashing damage.
If you miss by 4 or less, it takes half as much damage.
Forceful Claw. The claw attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.
On a failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from the claw. The claw moves with the creature to remain within 1 meter of it.
On a successful save, it takes half as much damage and isn’t pushed.
Grasping Claw. The claw attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.
On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled by the claw.
On a successful save, it takes half as much damage and isn’t grappled.
Interposing Claw. The claw interposes itself between you and a creature. The claw moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the claw’s space unless it succeeds on an Acrobatics check to tumble past it or a Brawn check to overrun it.
You can increase the damage from the slashing claw option by 3d8, the damage from the forceful claw by 3d8, and the damage from the grasping claw by 3d6, and affect a creature of a larger size for each additional mana or psi expended.