Using their index and middle fingers, the practitioner generates an orange-hued tendril with spiraling yellow patterns, which ensnares and immobilizes the opponent as the tendril wraps around their body. The end of it remains in the hands of the practitioner, allowing them to control the path of the tendril before and after capture. The tendril can connect with another one of itself, if both have captured a target, and bind them together.
The target creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 lightning damage, and you either knock them prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
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