Once employed by the mysterious ancient wizard known as the Arcanamach, the mage Sirellyn rediscovered this forgotten dweomer many centuries after its last use. The spell causes a number of shining metal bands to materialize out of the air, encircling and capturing a target of the caster’s choice. The victim is allowed a DEX saving throw vs. your spell DC to elude capture. Any creature of less than size H (Huge) can be snared, but Huge monsters are simply too big to be restrained by the bands. If the victim fails his saving throw, he is caught and held immobile by the bands. He may not move his arms and legs, but he is still capable of speech and can employ psionic powers or use worn magical items, such as rings. Subjects can make a STR. save at the beginning of its turn to break free of the bands.
At a higher level the rounds increase by 2
* - (three miniature bands of silver that are interlocked so that all three are connected)
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