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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Stay the Hand
School enchantment (compulsion) [mind-affecting]; Level paladin 4
Casting Time 1 immediate action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level and special; see text
Saving Throw Will partial; Spell Resistance yes
You cause a creature's arm to waver and prevent it from striking another creature. You can cast this spell when the target is about to make a melee attack against another creature. On a failed saving throw, the target does not follow through with its attack, and its entire action is wasted for the round. On a successful saving throw, the target can make its attack, forcing its strike though the compulsion but losing both accuracy and power, taking a –5 penalty on its attack and damage rolls. Whether or not the target makes its initial save or not, it is subject to a –2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.