Mana Tentacle

Spell Access Level: Common
Mana Cost: >1
Potion / Rune / Scroll / Wand: No / Yes / No / No
Cast Time: 1 Standard Action
Range: Medium
Duration: 1 round / level

The caster creates a tentacle attempts to grapple a single target by wrapping around their body and constraining them. The amount of MC used must over come the target’s CMD. If successful, the target is grappled. Otherwise, the spell still hits but the target is not grappled but still has any effects from the spell. The Grapple DC of the tentacle is equal to the Spell DC cast for the target to break out of the grapple. It also gains additional effects depending on the Mana Affinity of the caster.

  • Fire – Any flammable objects on the grappled target are ignited.
  • Earth – The grappled target gains protection from physical attacks with a hardness equal to the Spell DC.
  • Water – The grappled target gains the Soaked condition while grappled.
  • Air – Ranged and thrown items are thrown back at targets that fire at the grappled target and it provides a soft landing to falling targets so they do not take fall damage.
  • Electricity – The grappled target gains the Stunned condition while grappled.
  • Cold – The grappled target gains the Chilled condition while grappled.
  • Acid – Any items on the grappled target have the Fragile property and it provides the Burned condition to the target while grappled.
  • Light – The grappled targets gains the Brightened condition while grappled.
  • Shadow – The grappled target gains total concealment while grappled.
  • Ethereal – This can be used to grapple ethereal targets.
  • Divine – The grappled target gains the Blighted condition while grappled.
  • Psychic – The grappled target is immune to and cannot mind affecting effects.
  • Qi: –The grappled target gains the Nauseated condition while grappled.
  • Life – The grappled target gains the Stabilized condition while grappled.
  • Death – The grappled target gains the Decayed condition while grappled.
  • Time – The grappled target gains the Fatigued condition while grappled.
  • Gravity – The grappled target gains the Encumbered condition while grappled.
  • Null – The grappled target has all spells and magical items on them Nullified whose Spell DC is less than the MC used in the spell.
  • Joy – The ball deals joy damage and provides a +1 bonus per 1 MC used to Empathy Save for 1 round per 1 additional MC used.
  • Sorrow – The ball deals sorrow damage and provides the Flat Footed condition for 1 round per 1 additional MC used.
  • Fear – The ball deals fear damage and provides the Frightened condition for 1 round per 1 additional MC used.
  • Anger – The ball deals anger damage and provides the Enraged condition for 1 round per 1 additional MC used.
  • Love –The ball deals love damage and makes the target Favorable towards the caster for 1 round per 1 additional MC used.
  • Hate –The ball deals hate damage and makes the target Unfavorable towards the caster for 1 round per 1 additional MC used.
  • Neutral – The ball deals neutral damage and provides the Tranquil condition for 1 round per 1 additional MC used.