Chains of Light
Conjuration Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A chain link)
Duration: 1 round
Chains of light spring up around a creature you can see within range, creating a magical tether in its space. The creature must make a Strength saving throw. On a failure, the creature takes 1d6 radiant damage, and chains are tethered to the ground where it is currently standing. Until the end of your next turn, the target cannot move more than 20 feet from the tether.
If the target is already under this effect when it fails its save, you may choose to renew the tether in the spot it already is, or create a new one where the target is currently standing.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spell Lists. Cleric
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