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Conjure Chains in Dungeons & Dragons 5e

codex of technomancy

Conjure Chains

2-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: a single link from a chain or focus
Duration: Concentration, Up to 1 minute
Target a Large or smaller creature within range, and a point on the ground within 5 feet of that creature. The creature must succeed a Strength saving throw, or become wrapped in spectral chains that tether the creature to the point chosen.
A creature affected by this spell is unable to take reactions and cannot move more than 10 feet away from the point indicated. Any forced movement that would move the creature out of this radius instead moves the creature to its edge.
On its turn, the creature can attempt to break the chains by using an action to make a Strength (Athletics) check with disadvantage against your spell save DC, ending this spell on success.
At higher levels: When you cast this spell using a slot 4th level or higher, this spell can target a creature of Huge size or smaller, or Gargantuan or smaller with a 6th level or higher.
Available for: Warlock, Wizard, Artificer, Cleric, Ranger, Sorcerer

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