Open Arms
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
PFS Legal
Available to
- Casting Time
- 1 immediate 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, S, F (a magical or masterwork melee weapon)V (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.F (Focus): A prop used during casting but, unlike a material component, not consumed — it can be reused. Negligible cost unless a price is given.Full rule on Archives of Nethys ↗
- Range
- touchHow 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
- melee weapon touchedHow 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 minute/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 ↗
You cast this spell in response to a specific cavalier’s challenge (Pathfinder Roleplaying Game: Advanced Player’s Guide 32), inquisitor’s judgment (Advanced Player’s Guide 38), or smite (such as a paladin’s smite evil) declared against you by an enemy creature. It can also be cast if a creature uses a spell that causes you to qualify as the creature’s favored enemy when you normally wouldn’t, such as instant enemy (Advanced Player’s Guide 229).
You imbue your weapon with a powerful ability to ward off attacks made against you by the creature that challenged you. You gain a +5 insight bonus to your AC and CMD against the attacks of the initiating creature as long as you hold the weapon. If you release the weapon for any reason, the spell ends. You can cast this spell only in response to one of the conditions listed above. The spell fails if you attempt to cast it when you were not subject to a challenge or similar effect since your last turn.
You imbue your weapon with a powerful ability to ward off attacks made against you by the creature that challenged you. You gain a +5 insight bonus to your AC and CMD against the attacks of the initiating creature as long as you hold the weapon. If you release the weapon for any reason, the spell ends. You can cast this spell only in response to one of the conditions listed above. The spell fails if you attempt to cast it when you were not subject to a challenge or similar effect since your last turn.