Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
CHA Save
Damage/Effect
Control (...)

Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be restrained for the duration. While restrained in this way, the target is incapacitated and can't speak. Additionally while restrained, any magical spell effects affecting the target are suppressed. At the end of each of its turns, the target can try and escape the chains. Escaping the chains requires a successful DC 20 Dexterity check or a successful DC 20 Strength check (the target chooses the ability to use). Large or larger creatures have advantage on this check. On a success, the spell ends on the target.

If you maintain your concentration on this spell for its whole duration, the chains becomes permanent and can't be dispelled. The chains in this fashion become physical. The chains have AC 20 and 25 hit points and can broken or lock picked with a successful DC 15 Dexterity check made with proficiency in thieves' tools. A creature restrained by the permanent chains can attempt to escape or break free after 24 hours have passed. On a fail, the target can't try and escape nor can they break the chains for another 24 hours, afterwards they can try again.

Casting the arcane lock spell on the permanent chains increases its HP by 10 and lock pick DC by 10.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them and you must provide the material components as if you had cast the spell multiple times in this way.

* - (powdered iron worth 25 gp, which the spell consumes)

Spell Tags: Control Debuff Utility

Available For: Wizard (Legacy)

Looney

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