Tentacular InnervationSpell 6
Source Pathfinder Impossible Magic
Traditions Arcane, Occult
Cast

Duration 1 minute
One of your limbs blisters and your muscles extend to create a nestling assemblage of tentacles. This visceral mass is a shortlived magical parasite that seeks to connect to an unfortunate foe's nervous system. Make an unarmed melee Strike. Your reach increases by 10 feet for this Strike. If the Strike hits, in addition to dealing its normal damage, the target becomes Sickened 1 and is Grabbed by the mass of tentacles. The target isn't Immobilized, but it can't move beyond the reach of the unarmed melee Strike that has grabbed it. If the target Escapes from the mass of tentacles (using your spell DC as the Escape DC), the spell ends. The mass of tentacles can be severed before the spell's duration ends; it has AC 10 and 60 Hit Points, and it's immune to critical hits and precision damage.
Heightened (+1) The Hit Points of the tentacles increases by 10.
Traits
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.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MorphEffects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.