Lightfingers
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
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 creatureHow 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
- instantaneousHow 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 ↗
A flutter of subtle, telekinetic force causes your target to drop a single nonmagical carried item weighing no more than 1 pound per caster level, such as a coin purse, a key ring, or a loose object in its pocket. The target must succeed at a Perception check against the spell’s save DC to notice the dropped item. You select what item the target drops as long as you can see both your target and the item you wish to affect. This use of the spell can’t cause a target to lose a held item or anything it is wearing, including jewelry.
You can instead cast lightfingers to attempt a single disarm or steal combat maneuver, using your caster level instead of your base attack bonus, and using your Charisma, Intelligence, or Wisdom modifier, whichever is highest, instead of your Strength modifier. This disarm or steal attempt does not provoke attacks of opportunity and cannot be affected by feats or other means of altering a combat maneuver’s effects. This use of the spell is immediately obvious.
You can instead cast lightfingers to attempt a single disarm or steal combat maneuver, using your caster level instead of your base attack bonus, and using your Charisma, Intelligence, or Wisdom modifier, whichever is highest, instead of your Strength modifier. This disarm or steal attempt does not provoke attacks of opportunity and cannot be affected by feats or other means of altering a combat maneuver’s effects. This use of the spell is immediately obvious.