Junk Restraints
Classes Technomancer 4
School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets at least 1 bulk of inert electronic equipment; see text
Duration 1 round/2 levels (D)
Saving Throw Reflex negates; see text; Spell Resistance no
You turn a pile of technological junk into fetters and shackles that restrain a creature within range. You must target inert, nonworking electronic equipment of at least 1 bulk.
While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy powerful enough to restrain a Large or smaller creature. The junk flies towards the creature and ensnares it, usually by attaching to the creature’s limbs. If the targeted creature succeeds at a Reflex save, the junk lands adjacent to them without harm. Otherwise, the ensnared target gains the entangled condition for the duration of the spell, or until it ends the condition by taking a move action and succeeding at an Acrobatics or Athletics check with a DC equal to 15 + 1-1/2 × your caster level.
School transmutation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets at least 1 bulk of inert electronic equipment; see text
Duration 1 round/2 levels (D)
Saving Throw Reflex negates; see text; Spell Resistance no
You turn a pile of technological junk into fetters and shackles that restrain a creature within range. You must target inert, nonworking electronic equipment of at least 1 bulk.
While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy powerful enough to restrain a Large or smaller creature. The junk flies towards the creature and ensnares it, usually by attaching to the creature’s limbs. If the targeted creature succeeds at a Reflex save, the junk lands adjacent to them without harm. Otherwise, the ensnared target gains the entangled condition for the duration of the spell, or until it ends the condition by taking a move action and succeeding at an Acrobatics or Athletics check with a DC equal to 15 + 1-1/2 × your caster level.
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