Magically reinforced chains ensnare the target. These chains are classed as magic items for the sake of damaging them, and the target is forced to be attuned to them. If the target has already filled out their attunement slots, they are forced to unattune to an item at random. They must then reattune to the item after the spell ends.
The target must make an athletics or acrobatics check (target's choice) against the caster's spell save DC. If succeeded, the spell ends. If failed, the target is restrained for the duration of the spell. In this state, the affected creature can only move 5ft per turn, has disadvantage on dexterity saves and is always prone. The affected creature cannot cast spells with somatic components during the spells duration. The affected creature can choose to spend their action to try and break out every 5 minutes. They must succeed a DC 14 athletics saving throw or be constrained tighter for the next 5 minutes. During this constrained state, their movement is reduced to 0ft, and they automatically fail dexterity saving throws.
This spell can only affect creatures of medium size and smaller.
* - (Iron chains and a padlock, which get consumed by the spell.)
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