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Barbed Chains

School conjuration (summoning) [emotion, fear, mind-affecting]; Level antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, shaman 1, summoner 1


Casting Time 1 standard action
Components V, S, M (a length of chain doused with fresh blood)


Range close (25 ft. + 5 ft./level)
Effect a chain sharpened at one end
Duration instantaneous
Saving Throw Will partial (see text); 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.