Tether

Tether Spell1

Abjuration

Traditions arcane, primal

Cast [two-actions] somatic, verbal

Range 30 feet

Target(s) 1 creature

Saving Throw Reflex; Duration 1 minute or until dismissed; see text


You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to Escape, and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save.

Critical Success The target is unaffected.

Success The target takes a -5-foot circumstance penalty to its Speed as long as it is within 30 feet of you.

Failure The target takes a -10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends.

Critical Failure The target is immobilized until it Escapes or the spell ends.

Heightened (+1) The tethers’ AC increases by 3 and their Hit Points increase by 10.

Section 15: Copyright Notice
Pathfinder Lost Omens Gods & Magic (Second Edition) © 2020, Paizo Inc.; Authors: Robert Adducci, Amirali Attar Olyaee, Calder CaDavid, James Case, Adam Daigle, Katina Davis, Leo Glass, Joshua Grinlinton, James Jacobs, Virginia Jordan, Jason Keeley, Jacky Leung, Lyz Liddell, Ron Lundeen, Stephanie Lundeen, Jacob W. Michaels, Matt Morris, Dave Nelson, Samantha Phelan, Jennifer Povey, Jessica Redekop, Nathan Reinecke, Patrick Renie, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Shahreena Shahrani, Isabelle Thorne, Marc Thuot, Jason Tondro, and Diego Valdez.