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  PRODUCT NO: SP013          customerservice@abandonedarts.com
   
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  Feats and plot hooks for the Black Tentacles spell.
  Abandoned Arts Presents: 
  Spell Power
  Black Tentacles
  
  2
  DISARMING TENTACLES  
  [SPELL POWER]
  Tentacles that you conjure may thrash 
  opponents’ weapons away.
  Prerequisites: ability to cast black tentacles, 
  caster level 11th
  Benefit: Creatures that begin their turns 
  grappled by a black tentacles spell that you 
  cast may be disarmed by the spell’s tendrils. 
  At the start of each grappled creature’s turn, 
  the black tentacles may attempt to disarm that 
  creature of a single randomly-determined held 
  object, such as a wand, weapon, or shield. The 
  tentacles’ combat maneuver bonus for this 
  attempt is unchanged.
  GRASPING TENTACLES  
  [SPELL POWER]
  Tentacles that you conjure draw opponents 
  toward the center of the mass.
  Prerequisites: ability to cast black tentacles, 
  caster level 11th
  Benefit: Large or smaller creatures that begin 
  their turns grappled by a black tentacles spell 
  that you cast are automatically pulled 5 ft. 
  toward the center of the spell’s area of effect 
  (unless the intervening space is blocked or 
  occupied by another creature or object).
  TAME TENTACLES  
  [SPELL POWER]
  You can exert a limited form of control over your 
  black tentacle spell.
  Prerequisites: ability to cast black tentacles
  Benefit: You can exert control over a black 
  tentacles spell that you cast, prohibiting the 
  tentacles from attacking or grappling you until 
  the end of your next turn. Taming the black 
  tentacles in this way is a move action. This action 
  automatically fails if you are already being 
  grappled by the tentacles when you attempt 
  to exert this control. You may not exempt other 
  creatures from the black tentacles’ attacks, 
  nor may you command the tentacles to take 
  specific actions.
  TRACTABLE TENTACLES  
  [SPELL POWER]
  Your control over the black tentacles spell is near-complete.
  Prerequisites: ability to cast black tentacles, 
  Tame Tentacles
  Benefit: As a move action, you can command 
  a black tentacles spell that you cast to release 
  a grappled creature, depositing the creature at 
  the edge of the spell’s radius. The creature to 
  be deposited must be willing – a creature that 
  chooses to struggle or resist remains grappled.
  Additionally, whenever you use your Tame 
  Tentacles feat to exempt yourself from the 
  tentacles’ attacks, you may also ignore the 
  difficult terrain imposed by the radius of the 
     
     SPELL POWER: BLACK TENTACLES
  Presented below are several feats and exciting plot hooks centered around a unifying theme: 
  the black tentacles spell. These spells were first featured in the Pathfinder® Roleplaying Game: 
  Core Rulebook and is referenced here for your convenience. 
     SPELL POWER FEATS
  Spell power feats interact with specific spells or groups of closely-related spells, modifying the 
  way those spells function for characters that possess them. Spells modified by a spell power feat are 
  harder to identify with the Spellcraft skill. The DC of such a check is increased by +1 for every spell 
  power feat that modifies the spell. A successful check reveals the names and effects of each of the 
  spell power feats modifying the identified spell.
  
  3
  spell until the end of your next turn, tentacles 
  writhing out of your path to allow you passage 
  through the squirming mass.
  VICIOUS TENTACLES  
  [SPELL POWER]
  Tentacles that you conjure are especially 
  destructive.
  Prerequisites: ability to cast black tentacles, 
  caster level 9th
  Benefit: At your option, the damage that 
  a black tentacles spell that you cast deals 
  to creatures that it succeeds in grappling is 
  increased to 1d8+4.
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Abandoned Arts Presents: Spell Power: Black Tentacles © 2016, Daron Woodson; Author: 
  Daron Woodson, Layout by Troy Daniels, Art by Rick Hershey and Fat Goblin Games
   
  Black TenTacles 
  ploT hooks
  The following plot hooks and concepts 
  are intended to inspire you with clever and 
  memorable ways to implement the black 
  tentacles spell into your campaign, or simply 
  to bring to mind new and interesting ideas 
  for adventures and quests.
  • 
  A cursed ring of freedom of movement bears 
  a deceitful purpose of alien design: the ring 
  functions normally until the wearer enters 
  the area of a black tentacles spell – at which 
  point magic of the ring is suppressed!
  • 
  A devious gauntlet of deadly traps and haz-
  ards includes a black tentacles trap accom-
  panied by cloudkill and stinking cloud spells. 
  Gauntlet-runners are ensnared by the inde-
  structible tentacles as the acrid and poison-
  ous cloud spells slowly melt the flesh from 
  their bones.
  • 
  A villainous conjurer uses dazing black ten-
  tacles (see the Dazing Spell feat in the Path-
  finder® Roleplaying Game: Advanced Player’s 
  Guide) to utterly confound and debilitate his 
  opponents.
  • 
  A mysterious merchant from a far-off dimen-
  sion sells strange black seeds to market-go-
  ers. When planted, the seeds sprout writhing 
  black tentacle vines overnight. Though haz-
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Spell Power Black Tentacles.pdf