Force Anchor (Sorcerer/Wizard Spell)
- Level: Sorcerer/Wizard 3
- School: Conjuration
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, M (A twisted nail, worth 1 gp.)
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: one target creature, creature you choose within range
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: No saving throw granted
Save DC: -
- Spell Resistance: Yes
- You conjure an anchor of pure force that drives from your hand in a flash as a ray attack. This anchoring nail of force skewers your target on a successful ranged Touch Attack. If it hits, the attack deals the target (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of force (energy, uncommon) damage, and the anchor becomes firmly lodged in the target’s torso. The anchor has no weight, but its wide flukes prevent a corporeal target from moving through any space smaller than the creature’s size, thus negating the ability to squeeze, for example. This spell does not otherwise hamper or impede a normal, corporeal creature, although the damage it inflicts is certainly inconvenient.
- Against an incorporeal target, the anchor hampers them by existing in both a material and immaterial form. This duality prevents incorporeal targets from moving through solid objects for the duration of the spell, which can be useful for hampering the ability of ghosts to flee, for example. Corporeal or incorporeal creatures also count all creatures as difficult terrain. Whenever the target moves through a square occupied by another creature, the square counts as 2 squares for the purpose of calculating movement, even if the square’s occupant is the target’s ally.