Barbed Chains
Barbed Chains
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.
Effect: a chain sharpened at one end
Conjuration (summoning) [emotion, fear, mind-affecting]
Will partial (see text)
SR: No
V, S, M (a length of chain doused with fresh blood)
1 standard action, instantaneous, close
Effect: a chain sharpened at one end
Material Components
A length of chain doused with fresh blood.
Related School
Conjuration (summoning) [emotion, fear, mind-affecting]
Effect Duration
Instantaneous
Effect Casting Time
1 standard action
Range
Close (25 ft. + 5 ft./2 levels)