Eclipse Binding

Eclipse Binding
6th-level abjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a loop of shadow-infused thread and a sliver of obsidian)
Duration: Concentration, up to 1 minute
  Drawing upon the dark power of an eclipse, this spell creates a binding force that ensnares and restrains your foes. Choose up to three creatures you can see within range. Each target must make a Strength saving throw.
  On a failed save: A creature becomes ensnared by shadowy tendrils, becoming restrained for the duration. While restrained in this way, the creature takes 2d6 necrotic damage at the start of each of its turns, as the shadowy bindings sap its life force.
  On a successful save: A creature avoids becoming ensnared but feels a chilling touch of the eclipse, causing it to have disadvantage on its next attack roll or saving throw.
  As an action on your turn, you can move the binding shadows to another target within range, forcing the new target to make the saving throw as well as other creatures in the new area if the new target becomes ensnared.
  Shadowy Terrain: The area within 10 feet of any ensnared creature is considered difficult terrain due to the writhing shadowy tendrils. Any creature who falls prone within this area must make a save as though also targeted by this spell and if they fail they find themselves being chained in shadow tendrils to the other person near them already ensnared. There is no limit to additionally chained creatures from this effect.
  At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the Shadowy Terrain area increases by 5 feet and you can target one additional creature and increase the necrotic damage by 1d6 for each slot level above 6th.
  Classes: Warlock, Wizard
Source: Homebrew


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

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