Raw magic becomes malleable in your hands. You instantaneously create a magical tether between you and a chosen target. As a bonus action, you may affect it in a variety of ways:
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You immediately sever the tether. The target makes a Constitution saving throw. It deals psychic damage equal to 1d12+ your spellcasting ability modifier on a fail, and half as much on a success.
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The energy expands and constricts the chosen target. It makes a Constitution saving throw. If it fails, it takes 1d4 force damage. This does not break the tether.
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You draw the energy in, pulling the target with it. It makes a Strength saving throw. If it fails, it moves up to 10 feet towards you. This does not break the tether.
- You push the energy forward. The target makes a Constitution saving throw. If it fails, it takes 1d6 force damage and has disadvantage on ranged attacks until the end of its next turn.
If a creature tries to leave the 60 feet range of the tether, the tether severs. The creature makes a Constitution saving throw or takes psychic damage equal 1d6+ your spellcasting ability modifier.
You can only have one tethered creature at a time.
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