You animate a piece of non-magical rope like object to move and follow your verbal commands. The target need not be a rope, but similar to a rope such as a ball of yarn, spool of string, a line of cable, or a link of chains. This does not strengthen the rope in any way and only up to 50ft of the rope can be animated and non-animated bits of rope drag behind the enchanted bit of rope. This spell always animates the rope from an end of the rope. While enchanted, you must maintain concentration to maintain the spell, and may spend your action to issue the following commands.
- Arise: The rope coils, and one end goes up into the air up to 30ft.
- Bind: The rope attempts to tie up a creature so that it is helpless. This effects automatically fails unless the creature is already Restrained, Grappled, Paralyzed, or chooses to not fight the effect. Once bound, creatures can attempt to escape the rope by making a Athletics or Acrobatics check vs the DC of the spell +10.
- Coil: The rope quickly forms a neat coiled stack.
- Dance: The rope makes an outline of a creature as decided by the caster, and begins to dance in a entertaining manner.
- Fish: The rope coils up at a location you designate, then dips one end of the rope into a nearby pool of water or hole. Whatever you wish to use as bait should be put in the middle of the coil and a fishing hook should be tied to one end of the rope. Once something pulls on the line, the rope pulls it up, and sets it on the opposite side of the coil, then attaches a new piece of bait, if any, onto the hook before returning to dip its hook into the water. The rope can only catch things that weigh less than 10 pounds, and should it catch something heavier, it's other end will rise 10ft off the ground and waggle in a attention grabbing manner.
- Fuse: The rope fuses with another rope of similar girth and material. This effectively lengthens the rope, or repairs a damaged rope that was cut, even when cut in half. New extensions of the rope are not animated, even if the length of rope that was enchanted was less than 50ft.
- Knot: the rope forms a knot which can be undone by a dexterity check against your spell DC. The rope can make a knot every foot to aid in climbing up the rope.
- Ladder: The rope forms a rope ladder that is 20ft long. this takes 5 rounds to perform.
- Lead: The rope forms a collar around a creature which is occupying the same space as a rope, then moves its other end to the caster. This collar is open enough to prevent choking, but not so loose so that the creature can shake there head out.
- Loop: The rope forms a loop at one end of the rope as decided by you. This loop is ideal for sliding your foot into to be pulled up, or hooking over a rock or around a tree for pulling.
- Pull: The rope attempts to pull whatever load is at one end up. It can only pull up to 10 pounds, but does gives advantage to anyone else who is pulling on the rope.
- Return: The rope undoes any and all knots in it, then returns to the casters shoulder where it loops itself into a loose yet secure coil.
- Slither: The rope moves 15ft, and can climb up walls though at least 5ft of the rope must remain on the ground for support. Should their be loops or platforms the rope can use these to maintain contact to the ground as it climbs up the wall.
- Tie: The rope knots itself around another rope or object.
- Trap: The rope can attempt to ensnare a creature in its space. The creature it is attempting to trap must make a dexterity saving throw to escape from the rope or become restrained.
- Unfurl: The rope undue all knots and loops made in the rope, and becomes a single long strand of rope again.
* - (A length of rope, cord, or chain)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/27/2022 6:49:47 PM
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Coming Soon
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