Pathfinder Campaign Setting: Inner Sea Magic

Your darkness spells have substance and bind your foes.

Feat Type(s)
Prerequisites
Benefit

When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled.

An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area.

You are never impeded by the effects of your spells modified by this feat.

A shadow grasp spell uses up a slot one level higher than the spell’s actual level.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Campaign Setting: Inner Sea Magic

SECTION 15

  • Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  • Pathfinder Campaign Setting: Inner Sea Magic, Copyright 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  • Marid from the Tome of Horrors III, Copyright 2005, Necromancer Games, Inc.; Author: Scott Greene.
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.