Magical ropes burst forth from your outstretched palm, seeking to ensnare your foe. Choose one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target must make a Dexterity saving throw. On a failed save, the creature becomes restrained by spectral ropes until the spell ends.
A creature restrained by this spell can use its action to make a Dexterity check against your spell save DC, rolling with disadvantage. On a success, it escapes and the spell ends.
Additionally, when a creature restrained by the ropes takes damage, it can immediately make a Dexterity check against your spell save DC with advantage as the impact loosens the magical bonds. On a success, it escapes and the spell ends.
Any other creature within 5 feet of the restrained target can use a bonus action to make a Strength check against your spell save DC to help free the restrained creature. On a success, the restrained creature is freed and the spell ends.
When the spell ends by any means, the magical ropes unravel and dissipate into wisps of energy.
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