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0Anchored Step00-1-1-11 standard action0V, S, M (a bit of oak root)0030-1000alchemist 3, druid 3, shaman 3, sorcerer/wizard 3, witch 3, psychic 3Advanced Class Guide0Vines beneath your feet stabilize you but slow you down.110-1-10000-1Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on).00you0010 minutes/level (D)30-1personal

Anchored Step

School transmutation; Level alchemist 3, druid 3, shaman 3, sorcerer/wizard 3, witch 3, psychic 3

CASTING

Casting Time 1 standard action
Components V, S, M (a bit of oak root)

EFFECT

Range personal
Targets you
Duration 10 minutes/level (D)

DESCRIPTION

Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will.

These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on).

NULL300303-13transmutation-100-1-10-1003331-1-1-1NULL0-101

Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will.

These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on).

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