Pathfinder 1e Spell Transmutation

Ether Step

Steps into the Ethereal Plane until your next turn to evade an incoming attack or spell.

School
Transmutation
Casting Time
1 immediate action
Range
Personal
Target
You
Duration
See text
Saving Throw
—
Spell Resistance
No
Components
S

You step into the Ethereal Plane long enough to dodge a blow or confound a spell; you must cast ether step after you are targeted by an attack or effect but before you learn the results of the attack or effect. This spell functions as ethereal jaunt, except that you become ethereal until the beginning of your next turn. On the turn after you cast this spell and return to your starting point, you can take only move actions or free actions.

View references and cross-links for Ether Step

TheCrazyGM is an open library and a Forge for building — and publishing — your own.

Create a free account How publishing works What is a World?

A free account lets you start or join a Group: a roster, a provably-fair dice channel and a party character showcase for your table. Groups are free.

OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.