Dimensional Anchor

Level: Assassin 4, Planes 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes; and Yes (object)
Spell Points: 7

A coil of translucent, glowing chains springs from your outstretched hand and wraps itself around the target.

You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is completely unable to undertake any form of extradimensional travel. Forms of movement barred by a Dimensional Anchor include Astral Projection, Blink, Dimension Door, Ethereal Jaunt, Maze, Plane Shift, Shadow Walk, Teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a Gate or Teleportation Circle for its duration.

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.

Dimensional Anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Augment: For every 3 additional spell points you spend, you fire an additional ray. Each ray can be fired at the same target, or at different targets, no two of which can be more than 30’ apart. Being affected by multiple instances of Dimensional Anchor has no additional effect, but are considered separate spells for purposes of dispelling and other effects.