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TetherSpell 1


Abjuration
Source Pathfinder Lost Omens: Gods & Magic
Traditions Arcane, Primal
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Duration 1 minute or until dismissed
Saving Throw Reflex

You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to Escape and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save.


Critical Success The target is unaffected.

Success The target takes a -5-foot circumstance penalty to its Speed as long as it is within 30 feet of you.

Failure The target takes a -10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends.

Critical Failure The target is Immobilized until it Escapes or the spell ends.


Heightened (+1) The tethers' AC increases by 3 and their Hit Points increase by 10.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.