Barbed Chains

Conjuration (Summoning) [emotion, fear, mind-affecting]
Level: Antipaladin* 1, Artificer * 1, Bloodrager * 1, Cleric */Oracle * 1, Inquisitor * 1, Shaman * 1, Summoner * 1
Components: V, S, M (a length of chain doused with fresh blood)
Casting Time: 1 Standard Action
Range: close (25 ft. + 5 ft./2 levels)
Effect: a chain sharpened at one end
Duration: instantaneous
Saving Throw: Will partial, see text
Spell Resistance: no
  You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the chain either make a Melee Attack (dealing 1d6 points of slashing damage) or attempt a Trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and Combat Maneuver Bonus. On a successful hit or Combat Maneuver Check, the target must attempt a Will Save. If it fails its save, the creature is Shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the Shaken effect doesn't stack.