Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
  1. As you grasp the Amulet of Chaos, you channel its mystical energy into the spell Chaos' Bind, an arcane incantation that allows you to seize control over undead creatures and weaken the hold of necromancers. Effect: You can use your action to target an undead creature within 60 feet of you that is currently under the control of a necromancer. The necromancer must make a Wisdom saving throw against your spell save DC. On a failed save, the necromancer loses control over the targeted undead creature, and it becomes charmed by you for the spell's duration. You can use your bonus action to mentally command the creature to move, attack, or take other actions as long as the spell remains active. Curse of Unsteady Ties: The chaotic energies channeled through the Amulet of Chaos come with a price. After casting Chaos' Bind, you must make a Constitution saving throw against a DC of12. On a failed save, you suffer the following effects for the spell's duration:
    1. Erratic Control: The bond you share with the undead is unstable. Each time you issue a command to the charmed undead, roll a d12. On a roll of 1, the creature does not follow the command.

    2. Fleeting Mind: Your concentration becomes compromised by the fluctuating power of the amulet. You have disadvantage on concentration saving throws
    1. Tainted Soul: The more you draw upon the chaotic energy of the amulet, the more your mind is affected. Each time you use Chaos' Bind, you must make a Wisdom saving throw against the spell save DC. On a failed save, your alignment temporarily shifts one step closer to chaotic, reflecting the corrupting influence of the amulet. For example, if you are lawful good, you might temporarily become lawful neutral or neutral good. Work with the DM to determine how this impacts your character.
    Ending the Spell: You can end Chaos' Bind prematurely by using your action. If you do, you must succeed on a Wisdom saving throw against a DC of 12 or be stunned until the end of your next turn due to the sudden release of chaotic energy within you. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range increases to 90 feet, and the duration extends to 10 minutes. The curse becomes more potent; roll a d10 for Erratic Control and gain disadvantage on concentration saving throws. Additionally, the saving throw DC for the necromancer becomes higher, increasing by 1 for each slot level above 2nd.
LynchSarah

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