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.