Blade Snare
Abjuration
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- youHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
If your opponent’s melee weapon becomes trapped in the field, the opponent may release the weapon and move away from you. If your opponent attacked with a part of its body (such as a fist, a horn, a tail, etc.) or it attacked with a weapon but refuses to release it, your opponent gains the grappled condition. Because you are not using any part of your body to maintain control over your opponent, you do not gain the grappled condition.
Once an opponent’s weapon is snared, you may attempt a new caster level check against that opponent’s CMD on each of your subsequent turns to maintain the grapple. This is a standard action, during which you may make any of the usual grappling actions, but if you choose to pin the opponent, you gain the grappled condition as well. On your opponent’s turn, it may try to retract its weapon or limb by attempting a combat maneuver check or Escape Artist check, the DC of which is equal to the spell’s saving throw.
While blade snare is active, you may make melee attacks and cast spells as normal, though you may not make ranged weapon attacks; the magic field thwarts such attacks. You may not snare more than one limb or weapon in the field at a time. If you already have an opponent’s weapon or limb stuck in the field and you are hit by a second melee attack, you must choose which weapon or limb to snare. The other limb or weapon is unaffected by the spell.