Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Psychic

You gain the ability to tether 1 to 4 creatures to you. A creature can willingly fail a save, however, those who wish to resist must pass a Constitution saving throw. If the spell succeeded, you become the selected creatures' lifeline; when you take damage, they take damage, and when you heal, they heal. This only works one way, so if the creature takes damage, it does not rebound onto you. Any creature affected by this may also not walk any closer to you than they already are. If a creature leaves the range, both you and it take 3d6 psychic damage.

* - (a platinum wire for each creature being tethered, which the spell consumes)

Previous Versions

Name Date Modified Views Adds Version Actions
2/2/2021 12:44:43 AM
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0
1
Coming Soon

Spell Tags: Control Dunamancy

Available For: Bard (Legacy) Cleric (Legacy) - Life Domain (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Cleric (Legacy) - Death Domain Sorcerer (Legacy) - Wild Magic (Legacy) Wizard (Legacy) - Chronurgy Magic Wizard (Legacy) - Graviturgy Magic

Chymora

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