Question about Savar claws? What happens if a Savar casts the Nature Spell “Claws” on themselves while they have their racial claws?
Does it stack with their original claws as if they were the first cast?
Natural Claws (Automatic):
Savar’Aving are all born with retractable claws. These claws can be retracted or extended on a 3 count. While the claws are extended, the Savar’Aving may not use any other weapons or shields. Savar’Aving receive a free proficiency in <Medium Weapons Group Proficiency: Claws> and may use one claw boffer weapon (See Chart 6-2 - Weapon Creation) in their good hand and nothing in their off hand. They may buy specializations with them as Medium Weapon Specialization: Claws. Should a Savar’Aving purchase the skill “Ambidexterity”, they may use a second claw boffer weapon in their off-hand. Savar’Aving claws act like normal medium weapons, with the exception that they cannot be destroyed or disarmed. Claws otherwise act like regular weapons for the purposes of augmentation; they may be made Master Crafted, Legendary, have alchemy applied to them, and so on. Augmentations must be done per claw. If the augmentation would normally be destroyed, destroying it simply returns the claws to their natural state. If the Savar’Aving resurrects, their claws will lose any augmentations applied to them.
Claws Incant:
"I invoke Nature to grant Claws."
Duration: 1 hour
Description: This spell causes the target to grow a vicious set of claws. These claws act as natural weapons, cannot be disarmed or shattered and grant the natural ability to use them. They swing for 2 Normal and may be used to block, as well as attack. Strength bonuses, either natural or spell-granted, will add to the damage as well, but other enhancers do not affect the damage of the Claws. If this spell is cast on another the caster is responsible for providing the weapon reps or the spell fails, likewise if the claw reps are dropped the spell will end. Magic may be cast while claws are active, however spells cannot be touch-cast through the claws. You may temporarily release a claw rep in order to cast spells via packets. The Claws spell is stackable. If a second set is cast while the first is still active, the duration will not reset but the claws will gain +1 damage and become silver. If a third set is cast while the second is still active, they again another +1 damage and become magical. Additional castings will each add another +1, but the duration will always be equal to the original casting.
The Claws spell stacks with the Claws spell. Savar'Avings' natural claws are not the Claws spell, so they do not stack.