The user's magic infuses itself into the apparel of their target. The target must make a DC 15 Str SAVING Throw or be effected by one of the following effects.
- Bind Arms: If the target is wearing gloves, sleeves, gauntlets, bracers, or any other arm based apparel on both their arms the apparel will come together and fuse in whatever way makes most sense for the item's composition. (If it's two cloth sleeves, they will act as if sewn together. Two metal bracers will seem welded to each other etc). while the target's arms are bound they have disadvantage on attack rolls and DEX checks/saving rolls. The target does not drop any item they are holding while under the effect of the spell but they may not use any item that would require the separation of their arms (such as a bow). At the beginning of the target's turn it may make a STR CHECK to attempt to break their arms apart. The STR DC is dependent of the material of their bound clothing. if they are being bound by cloth, silk, fur, or any other sewn apparel the STR DC is 10. If the target is being bound by tempered leather or Hide armor the target must succeed a DC 13 STR CHECK. If the target is wearing any type of metal apparel they must succeed a DC 16 STR CHECK. If the target fails they must wait tell the start of their next turn to try again. If an ally of the target attempts to help separate the fused armor before the start of the target's turn, the target will gain advantage on the STR CHECK. If the target succeeds the check, the affected apparel will give off the sound of the materials coming apart based on their composition (cloth will make a tearing sound, metal will make a breaking sound). The item's themselves will not suffer any damage however. This spell does not work on any natural covering such as hair, scales, skin or feathers.
- Bind Legs: If the target is wearing pants, pads, greaves, boots, shoes, or another leg based apparel on bother their legs the apparel will come together and fuse in whatever way makes most sense for the item's composition. (If it's a cloth pair of pants, they will act as if sewn together. Two metal greaves will seem welded to each other etc). while the target's legs are bound they have their movement halved and disadvantage on DEX checks/saving rolls. At the beginning of the target's turn it may make a STR CHECK to attempt to break their arms apart. The STR DC is dependent of the material of their bound clothing. if they are being bound by cloth, silk, fur, or any other sewn apparel the STR DC is 10. If the target is being bound by tempered leather or Hide armor the target must succeed a DC 13 STR CHECK. If the target is wearing any type of metal apparel they must succeed a DC 16 STR CHECK. If the target fails they must wait tell the start of their next turn to try again. If an ally of the target attempts to help separate the fused armor before the start of the target's turn, the target will gain advantage on the STR CHECK. If the target succeeds the check, the affected apparel will give off the sound of the materials coming apart based on their composition (cloth will make a tearing sound, metal will make a breaking sound). The item's themselves will not suffer any damage however. This spell does not work on any natural covering such as hair, scales, skin or feathers.
- Bind Wings: If the target has wings adorned in any cloth, chains, or specialty armor, the Caster may choose to bind those objects together so long as both wings wear them. When the target's wings are bound the target's flying movement is reduced to zero until they pass the STR CHECK Determined by the bound item's composition. (refer to Bind Arms and Bind Legs). If the target is currently flying when the spell takes effect, they will immediately begin to fall
NOTE:
If the caster holds their action, or is able to cast this spell as a reaction, and uses Bind Legs on a moving target, if the target fails the initial STR SAVING THROW, They trip and are knocked prone (This does not happen if the target has enough unaffected limbs to catch themselves and continue moving, IE; a giant spider who only had two legs bound)
If the target has multiple arms and/or legs all appendages may be effected so long as they all share the same worn material type. if the target is a centaur wearing metal greaves on all 4 legs, they will all be effected. If only the front two legs of the target are metal and the back two are leather the caster must chose which pair they are affecting.
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