The user produces a construct akin to a flaming rope, whipping it forward to damage and possibly restrain a single target in-range.
Target must make a Dexterity saving throw to avoid the spell's initial attack. On a successful save, target takes 1d6 fire damage and is forced to move 5ft to the left or right if able. Upon a failed save, target becomes Restrained and unable to move.
A restrained target suffers 1d8 fire damage at the end of each of its and your turns. A restrained target must succeed in a Strength saving throw in order to break free and avoid damage for the turn. This action may be taken at the beginning of each of the target's turns.
At the beginning or end of each of your turns, you may choose to pull a trapped target closer to you by up to 10 feet.
* - (a short length of twine/string/rope and a piece of charcoal)