Level
7th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect

You enchant the chains in your person turning invisible and spilting the chains to 3 to bind 3 targets' body and soul. Each creature must make an Intelligence Saving Throw to detect the magical chains and avoid them. You can send more than 1 chain against a singular target in which case they will be forced to make multiple Intelligence Saving Throws for each chain that is targeting towards them up to 5 chains for a singlar target.

On a failed save, the chains will wrap around the target, change color and disappear. When the chains disappear, they will begin to feel various effects depending on what color the chains change into. To determine what color, you roll a d6. The colors and effects are as shown here. All chains summoned by the spell will have the same effect for each casting.

  1.  Red. The target seems to lose most of their physical strength. While chained by red chains, all Strength and Constitution Saving Throws and checks will be rolled at disadvantage. Rolling for attacks with weapons and armed strikes will be at disadvantage and on a hit, will always deal minimal damage.
  2. Green. The target's body begins to stiffen. While chained by green chains, all Dexterity Saving Throws and checks will be rolled at disadvantage. Their movement will be reduced to 5ft. and will unable to use reactions.
  3. Purple. The target begins to look and act more absent-minded. While chained by purple chains, all Intelligence and Wisdom saving throws and checks. The target is unable to make use of spells, spell-like abilities or magical effect by items, area or by biological means. They automatically fail arcana checks.
  4. Black. The target begins to experience mental pain. While chained by black chains, they begin to take 3d8 psychic damage. The damage done by this chain is unable to be healed by magical/divine means as the only way to heal it off is by taking a long rest. Any harmful condition afflicted towards the chained target will not go away by lesser or greater restoration until the chains breaks.
  5. White. The target's senses will become nonexistent. If the target has truesight, blindsight, or tremorsight. It will become disabled for the duration. They will have disadvantage at perception checks. If they don't have truesight, blindsight or tremorsight, the target becomes blinded and deafened until the chains break.
  6. Roll the d6 twice, whever numbers land the chain will begin to flash those colors repeatedly. Reroll any 6s.

The chains will break after 1d4+1 rounds. If multiple chains attach to a target, the chains will stay for longer (maximum of 5 rounds longer.)

On higher level, casting this spell at a higher level than 7th level will cause it to split into two more chains per level casted above 7th.

* - (metal chains of any length.)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Wizard (Legacy)

PKLost_2

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