A glowing red chain of energy sprouts from a point within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage and becomes Grappled. On it's next turn, the target can make a Athletics check against your spell save DC to attempt to break free from the chains and end the Grappled condition. On a success, the chains break, dealing 1d4 damage to every creature adjacent to the target, but not the target itself. On a failure, or if the target decides not to attempt to break free, the target takes an additional 1d6 fire damage. At the start of the creature's turn following a failure to break the chains, they cool, and it can attempt an athletics check to break free.
This spell's initial and sustained damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
* - (A length of chain from a set of manacles)Previous Versions
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8/31/2019 7:02:13 PM
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8/31/2019 7:04:58 PM
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1/29/2020 7:00:17 AM
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6/28/2022 5:23:48 PM
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