Arcane Chains

Summons strands of energy to slow, stop or restrain your foes.

Tier I - Abjuration - Spell

Summons chains of arcane energy to slow or immobilize your foes.

Spell Tier I
Action Type Action
Mana Cost 2
Range 1 Meter Blast Within 10 Meters
Requirements Voice and 1 Free Hand
Sustain 2 Mana
Spell Traits Audible, Visible

Target: Designate a 1 Meter Blast Area within Range.

Effect: In that Area, you summon forth a number of colored energy chains from the ground equal to 2X your Spellcasting Modifier.

Creatures within the area and new creatures that enter the area must Roll a Dexterity or Strength Saving Throw, with a DC equal to the Caster's Spell Save DC:

Failure: Creatures that Fail the Saving Throw are Immobilized by the Tendrils(if enough are present).

Success: Creatures that Succeed on the Saving Threw are instead Slowed while within the spell's Area(if enough are present).

Each tendril has 4 HP and collectively they can Immobilize or Slow creatures within their Area. Use the Table below to determine how many Tendrils are needed to Immobilize a Creature.

Creature Size Tendrils Needed to Immobilize Tendrils Needed to Slow
Tiny 2 1
Small 4 2
Medium 6 3
Large 8 4
Huge 12 6
Giant 20 10
Massive 40 20

The effect ends when enough tendrils are reduced to Zero HP or an immobilized creature successfully rolls a DC 16 Escape Roll. The Tendrils naturally dissipate when the Caster is no longer within Range or Sustaining this Spell.

Sustaining: While sustaining this spell you can use your Action to grant your Arcane Chains 1d4 HP.

Overpower: The caster can spend 1 mana to:

Add 1d6 tendrils to this spell’s Effect,

Or increase the Range of this Spell by 5 Meters,

Or increase the Area of this Spell’s Effect by 1 Meter,

Or increase the Spell Save DC of this Spell by 2.