Phantom Limb
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
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
- 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
- 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
- 24 hours; see textHow 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 ↗
This spell creates a semi-visible psychic manifestation that allows a creature to replace a missing body part or parts. This could be as simple as a missing finger or toe or as complex as one or more limbs or even a set of wings. The creature can use these ghostly appendages exactly as if they were the creature’s own limbs, including any natural attacks or other special abilities. This includes any extraordinary abilities granted by the appendages, but not supernatural ones.
If the target does not need a replacement limb (or chooses not to use the spell in this way), it can instead select one of the following options. In this case, the spell lasts only for 10 minutes per level.
Extra Arms: The target grows two phantom arms, granting it two extra natural claw attacks; the target cannot use the phantom arms for any other purpose.
Extra Legs: The target grows two phantom legs and strong hindquarters like those of a horse, granting it a +30-foot enhancement bonus to speed and a +4 bonus to its CMD against overrun and trip combat maneuvers.
Mermaid’s Tail: The target grows a phantom tail, granting it a swim speed of 60 feet.
Phantom Wings: The target grows phantom wings, granting it a fly speed of 60 feet (good maneuverability).
If the target does not need a replacement limb (or chooses not to use the spell in this way), it can instead select one of the following options. In this case, the spell lasts only for 10 minutes per level.
Extra Arms: The target grows two phantom arms, granting it two extra natural claw attacks; the target cannot use the phantom arms for any other purpose.
Extra Legs: The target grows two phantom legs and strong hindquarters like those of a horse, granting it a +30-foot enhancement bonus to speed and a +4 bonus to its CMD against overrun and trip combat maneuvers.
Mermaid’s Tail: The target grows a phantom tail, granting it a swim speed of 60 feet.
Phantom Wings: The target grows phantom wings, granting it a fly speed of 60 feet (good maneuverability).