Level
1st
Casting Time
1 Bonus Action
Range/Area
60 ft.
Components
V, M *
Duration
Concentration
1 Day
School
Enchantment
Attack/Save
STR Save
Damage/Effect
Lightning
With a rope, chain, long cord, or anything of the like equal to your walk speed you mutter your incantation and your enemy becomes magically tethered to you. Your rope does not need to be taken out and readily available for use, it may be held within a bag of holding or anything of the like. So long as you have the appropriate length of rope in your inventory it will be summoned when the spell is cast. The rope is not consumed by the spell unless it is dispelled. At higher levels you can tether multiple targets at once, additional rope is not required.
Properties:
- Casting tether on a target of equal or larger size will result in a contested strength check
- Casting on a target of smaller size results in an automatic success
- Enemies who become tethered can not leave your walk range
- Enemies that are tethered can not fly, burrow, become incorporeal, teleport, or phase through walls/floor/or ceiling
- If you walk out of walk range from your enemy you can either drop the tether to them or make a contested strength check to drag them with you
- If failed the tether breaks and the enemy takes 1d10 lighting damage
- On success your movement is halved and you can drag them as far as you can
- An enemy may attempt to break the tether during their turn, it takes an action to do so and is a DC 16 strength check
- if the enemy succeeds in breaking the tether they take 1d10 lightning damage
At Higher levels:
- 3rd/4th level- 2 targets
- 5th/6th level- 3 targets and they take 1d10 lightning damage at the top of their turn as long as they are tethered
- 7th/8th level- 4 targets and they take 1d10 lightning damage at the top of their turn as long as they are tethered
- 9th level- 5 targets, they take 1d10 lightning damage at the top of their turn as long as they are tethered, you can cast touch spells through the tether
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