pathfinder2e-notes/content/mechanics/spells/Spells/Level 1/Tether.md
2026-01-10 22:43:38 +01:00

1.7 KiB

name alias tags level school type traditions deities time pf2etime range target source duration save basic traits components
Tether Tether
pf2e/spell
pf2e/spell/level_1
pf2e/school/abjuration
pf2e/spelltype/save
pf2e/tradition/arcane
pf2e/tradition/primal
1 abjuration save
arcane
primal
Dispater 2 actions *⬺{ .Pathfinder }* 30 feet 1 creature Pathfinder Lost Omens: Gods & Magic 1 minute or until dismissed reflex false
common
abjuration
somatic
verbal

=this.name

==abjuration==

Source =this.source
Traditions =this.traditions
Deities =this.deities
Cast =this.time | =this.components
Range =this.range; Targets =this.target
Saving Throw =this.save; Duration =this.duration


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.