Ice Claw

Spell Compendium (Sc)Updated Supplementals (3.5)

Ice Claw is a D&D 3.5 spell (Evocation) from Sc. On class lists for Sorcerer (Level 7), Wizard (Level 7), Abjurer Variant (Level 7), and others. Range or area: Medium (100 ft. + 10 ft./level); Saving throw: None; Duration: 1 round/level (D); Casting time: 1 standard action.

School
Evocation
Casting Time
1 standard action
Components
V, S, F
Range
Medium (100 ft. + 10 ft./level)
Effect
10 ft. ice claw
Duration
1 round/level (D)
Saving Throw
None
Spell Resistance
Yes

You finish this evocation and a great white claw appears before you, cold air wafting off its crystalline surface.

This spell creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Int modifier or Cha modifier (for wizards and sorcerers, respectively) + 7 for the claw’s Strength (24). In any round when the claw is grappling a target, it deals 1d8 points of cold damage.

The claw can attack in the round it appears. Directing it to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one.
The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The claw has your saving throw bonuses. Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulnerability to fire.

Focus: A white leather glove and a piece of clear rock crystal.