Shackle
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
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 ↗
- Effect
- one set of restraints; see textHow 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 hour/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
- Reflex negates; see textIf 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 ↗
As you increase in level, the restraints become stronger and you gain more control over them. If you are 6th level or higher, you can make the restraints mithral, or you can summon Tiny or Large restraints. If you are 12th level or higher, you can summon Diminutive or Huge restraints. If you use an emerald worth at least 1,000 gp as a material component while casting this spell, as a standard action once during its duration, you can affect any creature bound by these restraints as per dimensional anchor with a duration of 1 minute per caster level. If you are 18th level or higher and use an emerald worth at least 1,000 gp as a material component while casting this spell, the restraints’ hardness increases to 30, they have 60 hit points, and they can’t be broken with a successful Strength check. (The emerald must be worth at least 2,000 gp if you also wish to use the dimensional anchor effect described earlier.)
If you cast this spell before the duration of a previous casting has lapsed, you can create a new set of restraints or reset the previous spell’s duration. If you used an expensive material component during a previous casting, you must again use a component when creating new restraints or resetting the duration if you wish to maintain the special effect. You do not need to touch these previously created shackles to renew their duration, though you must be on the same plane as the shackles. When this spell ends, the restraints disappear, and any ongoing effects created by the spell end.