You channel energy from the Lower Plains to create fiery chains, which bind a creature you can see within range. The target must make a Strength saving throw. Fiends and Huge or larger creatures have advantage on the save. On a successful save, it takes 2d6 fire damage, and the spell ends. On a failed save, the target takes 4d6 fire damage and is bound by the chains. While the spell lasts, the target is subject to the following effects:
- It is restrained as the chains restrict its movement.
- It is blinded to its true environment as its vision is overridden, leading it to believe it has been transported to the Nine Hells, the Abyss, or another of the Lower Planes. As an action, it can discern that it has not been transported to a Lower Plane with an Intelligence (Investigation) check against your spell save DC.
- Unless it is a Fiend, the target takes 1d10 psychic damage at the start of each of its turns as it witnesses the horrors of the Lower Planes.
As a bonus action on each of you turns while the spell lasts, you can cause the chains' infernal flames to flare, dealing 2d6 fire damage to the target.
As an action on its turns, the creature can make a Strength check against your spell save DC. On a success, it frees itself of the chains, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial fire damage (regardless of whether the target succeeded or failed on its saving throw) and the additional damage dealt by flaring the chains' flames increase by 1d6 for each slot level above 5th.
* - (a tiny iron chain forged in the Nine Hells)Previous Versions
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9/26/2022 7:20:46 PM
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1.0
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10/4/2022 2:47:27 PM
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27
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1.1
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Coming Soon
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