Thread control allows a Carstithine to manipulate and create threads from through beads of webbing that condense from their hands
level 1: can tie basic knots from 30 feet and produce 30 feet of thread with the strength of hemp rope.
level 2: can tie basic knots from 60 feet and produce 60 feet of thread with the strength of hemp rope.
level 3: can tie basic knots from 100 feet and produce 125 feet of thread with the strength of hemp rope and can attempt to wrap an enemy in thread with a dc 10+wisdom+prof dexterity or strength check (dexterity to dodge, strength to break free), this can restrain either the head, arms, or legs.
level 4: can tie basic knots from 125 feet and produce 175 feet of thread with the strength of hemp rope and can attempt to wrap an enemy in thread with a dc 10+wisdom+prof dexterity or strength check (dexterity to dodge, strength to break free), this can restrain either the head, arms, or legs.
level 5: can tie advanced knots from 150 feet and produce 250 feet of thread with the strength of chains and can attempt to wrap an enemy in thread with a dc 10+wisdom+prof dexterity or strength check (dexterity to dodge, strength to break free), this can restrain either the head, arms, or legs.
level 6: can tie advanced knots from 175 feet and produce 300 feet of thread with the strength of chains and can attempt to wrap an enemy in thread with a dc 10+wisdom+prof dexterity or strength check (dexterity to dodge, strength to break free), this can restrain either the head, arms, or legs.
level 7: can tie advanced knots from 200 feet and produce 350 feet of thread with the strength of chains and can attempt to wrap an enemy in thread with a dc 10+wisdom+prof dexterity or strength check (dexterity to dodge, strength to break free), this can restrain either the head and arms or the arms and legs.
level 8: can tie advanced knots from 250 feet and produce 400 feet of thread with the strength of chains and can attempt to wrap an enemy in thread with a dc 10+wisdom+prof dexterity or strength check (dexterity to dodge, strength to break free), this can restrain either the head and arms or the arms and legs.
level 9: can tie any knots within view range and produce 500 feet of thread with the strength of enchanted adamantine chains and can attempt to wrap an enemy in thread with a 10+wisdom+prof dexterity check (dexterity to dodge), this restrains the entire body, preventing any actions or movement.
Variation Rules:
At casters choice the thread can be of the following types:
Drag-line: A thread designed to restrain and captivate but easily snapped
Anchor: Strong, durable, and thick thread with little flexibility or control, used for structure design
Heavy Silk: Reinforced thread with respectable thickness, stronger than Thick Silk and weaker than Anchor, capable of being Fire Proof
Thick Silk: Similar to thick yarn this is often used for capture cocoons and has minor resistance to cutting
Flight Silk: Wispy silk thrown out in a parachute like shape that can catch the wind and drag the user in the direction of the wind.
Marionette String: Highly controllable and flexible thread designed to control puppets of all kinds
Acid Silk: slowly seeps out a highly corrosive acid and is used to create melting cocoons (3 hours to kill and melt the victim), heavy silk is resistant to it
Sticky thread: Akin to spider silk in it being sticky and hard to escape from, though used often in construction
Inherent thread attributes:
Stronger the thread. the more visible it is
The more thread there is, the more visible it is
Sticky thread can be covered in dust and water to both more easily reveal it and nullify it and after some time it loses it potency
Water droplets stick to all thread types up to a degree (similar to morning dew)
Weaver's hair counts as threads, being controllable in all degrees normal threads are
Thick thread can be used to carry ~5-15 pounds of weight on a finger width strand, can be used to throw objects, weight limitations apply
Threads created can be dissipated at will
Thread abilities:
Pin tracker: attach a thread to a pin and pin it to something, the thread is quite vulnerable
Throw Thread: Launch thread to attach to a target
Spider's Nest: uses various threads to enclose a space, this is done rapidly and can cause great mental stress
Encase: cocoons target
Puppeteer: controls a body through the use of thread, strong enemies can snap free whereas weak or unaware enemies can be near freely manipulated
Throw Object: literally just throw thread, but it's an object wrapped in thread this time
Thread Doll: can create heavy or light easily controllable inanimate puppets of varying shapes and sizes
-Patchwork puppet: amalgamation of puppets or creatures which tends to be stronger but with more vulnerabilities
-the puppet is designed to receive commands via marionette strings
Slice: pack thread into a very thin but strong wire and lacerate your enemies with a good measure of skill required
Web Repair: requires utmost focus to the point of complete unawareness beyond the repair job, repair limited purely by mental strain
Moderate Repair: a lesser web repair where rather than unaware it simply causes mental and physical slow
All threads beyond Heavy Silk are highly flammable.