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Pathfinder

Compendium

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Table of Contents

  • Attributes
  • Stay the Hand
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    Stay the Hand

    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.

    Attributes

    Stay the Hand

    Paladin 4
    • School: Enchantment (compulsion) [mind-affecting]
    • Casting Time: 1 immediate action
    • 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