Library / Magic

Dimensional Anchor

Bars extradimensional movement.

A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Source: Core Rulebook
ray
ray
Casting
System
PF1E
School
Abjuration
Subschool
Element
Casting Time
1 standard action
Range
medium (100 ft. + 10 ft./level)
Target
Area
Duration
1 min./level
Saving Throw
none
Spell Resistance
No
Components
V, S
Class Levels
Components
V
S