Level
9th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect

A wall of shimmering galaxy chains spring up from the ground, you can place up to 18 5ft by 5ft panels that are 30 feet high, at any points you can see within range even on top of one another thereby increasing the height, Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the creature has disadvantage on their first Dex save to avoid being immobilized by the chains, The wall extends into the astral and ethereal plane and cannot be affected by dispel magic or antimagic field it also bypasses any legendary resistance a creature may use to automatically pass a save. If a creature would try to use a legendary resistance however it may Reroll the save but would not automatically succeed, the creature must use the second roll even if it’s lower than the first.

Creatures that come within 5 feet of the wall for the first time on their turn must make a Dex save or become Restrained by Magical chains. On a success the creature takes 2d8 force damage but is not restrained, on a failure the target takes 4d8 force damage can no longer cast spells or use magic items  as it’s mind is separated from its ability to do so, nor can it gain any class abilities of magical origin even if granted by higher powers, this effect cannot be broken except by becoming unrestrained by the chains. Also while restrained you must make a Wis save or become charmed. Charmed creatures experience a world as you want them to experience it making them believe they’re safe and free in a tranquil meadow of Elysium, walking through a busy city, being tormented in the nine hells, or simply just put them to sleep to dream of nothing. A charmed creature also may be controlled by you and takes 2d8 psychic damage during each of their turns they remain charmed repeating the save to break the charm at the end of each of their turns, though the creature cannot move outside the reach of the wall you can puppeteer the body with the chains in a 5 ft radius around the wall. If a charmed creature can cast spells, has magic items, or magic class abilities, you may use the magic in their stead, using their spell slots but choosing from either yours or their spell list. Casters that get their magic from higher powers may choose to stop providing power briefly to their chosen one so you cannot use what hasn’t been given to you. This does not increase the number of spells you can concentrate on, and any active spell previously cast by a chained creature that breaks free from the chains then becomes under that creature’s control. After a successful wisdom save a creature must then make a successful strength save to free themselves from being restrained. Upon a fail they must repeat the wisdom save or once again become charmed.

* - (3 chains of precious metal worth at least 1,000 platinum gold and silver respectively.)

Available For: Cleric (Legacy) - Order Domain Sorcerer (Legacy) - Clockwork Soul (Legacy) Warlock (Legacy) - The Celestial (Legacy)

StillAnEdgeLord

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