Description
- School: conjuration / summoning (emotion, fear, mind-affecting)
- Classes: antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, oracle 1, shaman 1, summoner 1, summonerUnchained 1, warpriest 1
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: [[min(4, 1 + floor((@cl - 1) / 3))]] chain/s sharpened at one end
- Duration: instantaneous
- Save: Will partial (see text)
- Components: V, S, M (a length of chain doused with fresh blood)
- Dismissible: No
- Shapeable: No
- Spell Resistance: No
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.