1d4 barbed and spiked metal chains erupt from the palm of your hand and fly towards a creature in range to confine them.
The target creature must succeed a Dexterity saving throw for each chain summoned or suffer 2d6 slashing damage for each failed save. If the creature fails three or more saves, they are also restrained by the chains until the spell ends. If the creature is not restrained, the spell ends immediately after the damage (if any) is dealt.
A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured chains retract back into the palm of your hand and vanish.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of chains summoned increases by +1 for each spell slot above 2nd.
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