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Chains of Perdition in Dungeons & Dragons 5e

Deep Magic Volume 1

Chains of Perdition

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a few links of iron chain
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Psychic
Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The chains remain until the spell ends.    If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard with Fiendish Specialization

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