Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/ level (D)
Saving Throw: None
Spell Resistance: Yes
You call upon the power of the dinosaurs to complete the spell. A set of ghostly dinosaur jaws comes into being and attacks the creature you designate.
This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The jaws use your base attack bonus (possibly allowing them multiple attacks per round in subsequent rounds) + your Wisdom modifier as their attack bonus. If an initial attack hits, the jaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws’ bonus on grapple checks is equal to their attack bonus + 4.
Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move; it no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it.
The jaws always strike from your direction. They do not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect.
The grappled target can cast a spell only if it has no somatic component, the material components are in hand and a Concentration check (DC20 + spell level) is made. A creature grappled by the jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the jaws’ grapple check.
As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks, you can use them to damage a pinned target or to make more grapple attempts against it.
Each round after the first, you can use a move action to direct the jaws to a new target. If you do not, the jaws continue to attack the previous round’s target. On any round that the jaws switch targets, they get one attack. Subsequent rounds of attacking that target allow the jaws to make multiple attacks if your base attack bonus would allow it.
If you become unable to command the jaws, they vanish.
Material Component: A piece of bone from a dinosaur’s jaw.
Source: Spell Compendium (Page 202)