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Puppet StringsSpell 7


ConcentrateIncapacitationManipulate
Source Pathfinder Impossible Magic
Traditions Arcane, Occult
Cast Two Actions
Range 60 feet
Target 1 creature
Duration 1 minute
Saving Throw Reflex

Ethereal threads emanate from your fingertips and flow toward the target, connecting to its arms, legs, and body. The target must attempt a Reflex save.


Critical Success The target is unaffected.

Success The strings impede the target's movements, but you can't control them. The target is Clumsy 1 until the end of its next turn.

Failure The target is clumsy 1 and Slowed 1. Additionally, when you Cast this Spell and the first time you Sustain it on subsequent turns, you can force the target to Stride or Strike. If you force the target to Stride, you determine the path it takes; you can't force it to Stride into a space where it can't stand easily. This is forced movement. If you cause the creature to Strike, it makes a melee Strike against a creature within its reach using your spell attack modifier. The target can't hit itself this way. On a hit, the Strike deals 7d6 bludgeoning, piercing, or slashing damage, as appropriate. None of the target's equipment or abilities modify this Strike. This Strike contributes to and uses your multiple attack penalty. At the end of its turn, the target can attempt a Fortitude save against your spell DC to free itself from the threads. On a success, the spell ends.

Critical Failure As failure, but the target is Slowed 2, and you can force the target to use 2 actions when you Cast or Sustain the spell.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.