Level
4th
Casting Time
1 Action
Range/Area
120 ft. (5 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Bludgeoning

Chains of pure Eldritch energy wrap around the caster and bury into the ground, erupting from a solid surface anywhere within 120 feet of the caster that they can see. At 4th level, four chains are created this way. The caster selects a point within 120ft to be the point of origin for that chain, and chains can extend 120ft in a straight line from this point. While casting this spell, the caster is considered restrained. The caster can operate each chain individually, or together, and they act on the caster's initiative. The chains can take the following actions:

Bind a target: The chain attempts to bind the target, wraping itself around them. The creature makes a Dexterity saving throw against the spell save DC of the caster to avoid the chain. On a successful save, they avoid the chain. On a failed save, the chain wraps itself around the target. The chain prevents them from moving away, and will magically reduce in length if they get closer to the point of origin. If the creature can no longer move from where they are, they are considered restrained. A creature may use their action to make a Strength check to break a chain, or a Dexterity Check to see if they can slip out of it. If a chain is broken, it is destoryed, however if it is slipped out of, it may act on the caster's next turn. 

Lash a target: A chain currently not binding a target can strike at a creature within range. Make a melee spell attack, dealing 1d6 damage per chain on a successful hit.

Constrict a target: Chains currently binding a target squeeze tighter, dealing 1D6 per chain. 

Restrain a target: Four chains are required to restrain a huge creature, two to restrain a large creature, and one to restrain a creature medium or smaller. The creature makes a Strength saving throw, on a success they hold their ground and do not move, but still suffer 1D6 damage per chain. On a failed save, the creature is dragged to the point of origin for the chain, or a middle point if more than one chain is being used. This creature takes 1D6 damage per chain, as well as any falling damage based on the distance dragged. This creature is now considered restrained. If you use more chains than are necessary to restrain a target, the strength check is made at disadvantage. 

Any creature may use its action to attempt to break a chain using a strength check vs the spell save DC. 

 At Higher Levels. Create one chain per spell level this spell is cast at. 

* - (a small piece of metal chain)

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2018 8:36:14 AM
22
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1
Coming Soon

Spell Tags: Control

Balthial

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