Barbed Chains

School: conjuration (summoning) [emotion, fear, mind-affecting]


Level: Summoner 1, Unsummoner 1, Bloodrager 1, Shaman 1, Cleric 1, Oracle 1, Inquisitor 1, Antipaladin 1, Occultist 1



Casting Time: standard action


Components: V, S, M


Range: close (25 feet + 5 feet/2 levels)


Effect: a chain sharpened at one end


Duration: instantaneous


Saving Throw: Will partial (see text)


Spell Resistance: no


Source: Horror Adventures

Description

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.