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

You attempt to manipulate the actions of a humanoid you can see within range.  The humanoid must make a Charisma Saving Throw.  On a failure, 2 glowing golden cords ensnare the creature’s arms and legs, with the other ends rising and fading away at a point 10 feet above the targets head.  While ensnared by these cords, the targets movement speed is halved, and it has disadvantage on Attack rolls and Dexterity Saving Throws. 

When you cast this spell and as a bonus action on each of your subsequent turns, you can force the creature to move up to half it’s speed and make an attack against another creature using any weapon it is holding or can draw upon (penalties on the creature’s attacks apply to this attack).  In addition, on the creatures turn, if the creature attempts to make an attack roll or cast a spell that requires somatic or material components, you can use your reaction to force them to make a Charisma Saving Throw against your Spell Save DC, negating the attack or spell on a failure (wasting the attack and/or any spell slot used).

The cords are objects with AC 20 and 5 hit points each, are immune to poison and psychic damage, and resistant to all other damage.  Reducing a cords hitpoints to 0 destroys it, or it can be destroyed with a successful STR (Athletics) check equal to your spell save DC.  The spell ends early if all cords are destroyed.

At Higher Levels:  The spell produces additional cords when cast using a higher level spell slot:  3 when cast at 5th level, 4 when cast at 7th level, and 5 when cast at 9th level.

* - (Gold wire worth at least 10gp)

Spell Tags: Compulsion

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

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