s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 1 | Barbed Chains | 0 | 0 | emotionUM, fear, mind-affecting | 1 | -1 | -1 | 1 standard action | 0 | V, S, M (a length of chain doused with fresh blood) | 0 | no | 0 | -1 | 0 | a chain sharpened at one end | -1 | 0 | 0 | 0 | antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, summoner/unchained summoner 1 | Horror Adventures | 0 | Hellish chains attack and cause a target to become shaken. | 1 | 1 | 0 | 1 | -1 | 1 | 1 | 0 | 0 | 1 | You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn't stack. | 0 | 0 | summoning | 0 | 0 | instantaneous | -1 | 0 | 1 | close (25 ft. + 5 ft./level) | Barbed Chains School conjuration (summoning) [emotionUM, fear, mind-affecting]; Level antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, occultist 1, shaman 1, summoner/unchained summoner 1CASTINGCasting Time 1 standard actionComponents V, S, M (a length of chain doused with fresh blood)EFFECTRange close (25 ft. + 5 ft./level)Effect a chain sharpened at one endDuration instantaneousSaving Throw Will partial (see text); Spell Resistance noDESCRIPTIONYou summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn't stack. | NULL | 1 | 0 | 0 | 1 | 0 | -1 | -1 | -1 | conjuration | 1 | 0 | 0 | 1 | 1 | 0 | -1 | 0 | 0 | -1 | -1 | -1 | 1 | -1 | -1 | -1 | NULL | Will partial (see text) | 0 | -1 | 0 | 0 | You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn't stack. | 0 | 1 | 0 |
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