You conjure a rope-like wisp of magic that can grab your target and move them as if they were attached to an actual rope.
swing
The caster can swing with the magic rope as long as succeed a Dexterity saving throw of 6 or higher to get across small chasms, pits, ground traps, or other such obstacles in those categories.
fling
The caster can grab either an item, spell (it has to have a physical form to grab), or small or medium creature/person to fling them to another place. If the caster decides to throw an item at an target that has hp (player, creature, enemy, ect), they roll an unarmed strike with a modifier of 2.
Tie
The caster can tie down a target of their choosing (does not work for items or creatures over 11 feet tall). When this happens, the target must take an action to make a strength saving throw of 18 or higher to break the ropes. If the target fails, target becomes paralyzed. If the target succeeds, target gets freed.
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