Incorporeal Chains
EvocationEvocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
[ ForceSpells with the force descriptor create or manipulate magical force. Force spells affect incorporeal creatures normally (as if they were corporeal creatures).]
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
- close (25 ft. + 5 ft./2 levels)How 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
- one incorporeal creature/level, no two of which can be more than 30 ft. apartHow 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
- concentrationHow 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
- yesWhether 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 ↗
You summon ghostly chains to bind incorporeal creatures. The chains’ CMB is equal to your caster level + your Intelligence modifier. Roll only once for the entire spell effect and apply the result to all targeted incorporeal creatures.
If the chains succeed in grappling an incorporeal creature, the creature takes an amount of damage equal to 1d8 + your key spellcasting ability score modifier and gains the grappled condition. Grappled opponents can’t move without first breaking the grapple. The spell prohibits all other movement unless the creature breaks the grapple first (although dimensional magic and the like still work as normal). Each round you concentrate, the chains continue grappling their current targets (though they don’t seek out targets they aren’t currently grappling). The incorporeal chains receive a +5 bonus on grapple combat maneuver checks against opponents the chains are already grappling, but can’t move foes or pin foes. Each round the incorporeal chains succeed at a grapple combat maneuver check, they deal an additional amount of damage equal to 1d8 + your key spellcasting ability score modifier. The CMD of incorporeal chains, for the purposes of escaping the grapple, is equal to 10 + its CMB. If you move out of range of any of the grappled creatures, the chains cease grappling those creatures.
If the chains succeed in grappling an incorporeal creature, the creature takes an amount of damage equal to 1d8 + your key spellcasting ability score modifier and gains the grappled condition. Grappled opponents can’t move without first breaking the grapple. The spell prohibits all other movement unless the creature breaks the grapple first (although dimensional magic and the like still work as normal). Each round you concentrate, the chains continue grappling their current targets (though they don’t seek out targets they aren’t currently grappling). The incorporeal chains receive a +5 bonus on grapple combat maneuver checks against opponents the chains are already grappling, but can’t move foes or pin foes. Each round the incorporeal chains succeed at a grapple combat maneuver check, they deal an additional amount of damage equal to 1d8 + your key spellcasting ability score modifier. The CMD of incorporeal chains, for the purposes of escaping the grapple, is equal to 10 + its CMB. If you move out of range of any of the grappled creatures, the chains cease grappling those creatures.