Conjured chains entrap and ensnare enemies and in a circular fashion. Those ensnared are stuck and unable to move towards or away from the caster. They can only rotate around them in an orbit-like fashion. To avoid the spell, enemies must make a wisdom saving throw.
If they succeed, they are not ensnared. If they fail, they are trapped and take 3d8 psychic damage. To escape the spell, those ensnared must make a Wisdom Saving Throw with disadvantage.
At the start of each round, every enemy caught takes 1d8 of damage that scales with character level for a max of 12d8. The chains, or connections that connect those entrapped to the caster and each other, cannot be broken through physical means. All other means of breaking the chains, besides succeeding the disadvantaged wisdom throw, are up to the DM's discretion.
All enemies larger than medium require one extra chain to entrap. Beasts like Dragons require the maximum number of chains available, with the least number of chains to do so being 10 chains total. Beings smaller than medium still require one chain. Beasts whose size are in an in-between state or are larger than a dragon have no official "Chain Count". This is up to the DM's discretion.
In an event called a "struggle", an ensnared enemy can choose to make a strength check. If this succeeds the spell save DC of the caster, the enemy can drag the caster up to half of their movement. This counts as a bonus action. In the event you wish to use this spell on an ally in any situation, they can take 1d8 of damage and be attached to the caster. All previous effects still apply.
The Caster must use his bonus action to maintain the spell, and can only move vertically.
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