Spectral Chains of Arantham Spell in Changing Stars | World Anvil

Spectral Chains of Arantham

Spectral Chains of Arantham
2nd-level conjuration, spirit
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a link from a chain that has bound a spirit and a whisper of regret)
Duration: Concentration, up to 1 minute

  Spectral Chains of Arantham calls forth the ethereal essence of chains from the legendary spiritual realm of Arantham, a dimension where souls are bound in penance and reflection. These chains, while spectral and seemingly insubstantial, are imbued with the power to bind not just the body, but the very essence of a creature.

  Upon casting, you target a creature within range, summoning ghostly chains that spiral out from your outstretched hand. These chains seek to wrap and entwine around the target, resonating with a faint, mournful wail that echoes the regrets of bound souls. The target must make a Strength saving throw. On a failed save, the chains bind it, causing the following effects:

  Restrained Condition: The creature is restrained by the spectral chains. Its speed becomes 0, and it cannot benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. Ethereal Binding: While restrained, the creature's spirit feels the weight of the chains, imposing disadvantage on Constitution saving throws and Wisdom saving throws, as the chains tug at their life force and will. On a successful save, the creature evades the binding but is momentarily chilled by the brush of the spectral chains, suffering disadvantage on its next attack roll or ability check before the end of its next turn.

  As the caster, you can use your bonus action on each of your turns to either tighten the chains on one restrained creature or attempt to ensnare another target within range. To tighten the chains, the restrained creature must make another Strength saving throw, enduring 1d6 psychic damage on a failed save as the chains constrict its spirit. To ensnare a new target, you repeat the initial saving throw process.

  At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd. The additional targets must be within 30 feet of each other when you cast the spell.

  Classes: Cleric, Sorcerer, Warlock
Source: Custom Creation


Cover image: A strange planet this way floats. by magejosh with DALLE3

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