Lengths of iron chain appear near a creature you choose
within range, possibly ensnaring the target and causing
it physical and mental suffering. The targeted creature
must succeed on a Dexterity saving throw or be restrained
by the chains and take 2d8 bludgeoning damage and 2d8
psychic damage. The creature takes this damage on your
turn every round that it remains restrained by the chains.
On its turn, a restrained creature can make a Strength or
Dexterity check (its choice) against your spell save DC. On
a success, it frees itself.
The chains remain until the spell ends. If they are not
restraining a creature, you can use a bonus action to direct
the chains to target the same creature or another one,
moving the chains up to 20 feet (within the range of the
spell) if necessary to do so. If the chains move beyond
the maximum range, the spell ends. The chains can be
destroyed; treat them as an object with AC 18, 15 hit
points, resistance to piercing damage, and immunity to
poison damage and psychic damage.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the spell deals an extra 1d8
bludgeoning damage and 1d8 psychic damage for every
two slot levels above 3rd.
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