Shadowbind
Shadowbind
7th-level enchantmentCasting Time: 1 action
Range: 90 feet
Components: V, S, M (a lock of hair from a creature of the Shadowfell)
Duration: Concentration, up to 1 minute
With this potent spell, you manipulate the very essence of shadows to ensnare and control your enemies. Choose up to three new creatures you can see within range each turn as an action, including the one used to cast this spell. Shadows lash out towards the targets, attempting to bind them with tendrils of dark energy. Each target must make a Dexterity saving throw. On a failed save, a target is bound by the shadow tendrils, becoming restrained.
While restrained by Shadowbind, a target suffers the following effects:
Shadow Leech: At the start of each of the restrained creature's turns, it takes 2d6 necrotic damage as the shadows leech its life force. You may recover 1d6 HP per leeched creature per turn to a max of 3d6 per turn, at the end of any turn you leeched creatures with Shadow Leech. You may have more than 3 Leeched creatures at one time, but you only benefit from up to 3 on any given round.
Darkened Perception: The creature's vision is obscured by magical shadows, imposing disadvantage on Wisdom (Perception) checks and attack rolls.
Ephemeral Chains: As a bonus action on your turn, you can command the shadows to constrict one restrained target. The target must succeed on a Constitution saving throw or take 3d6 necrotic damage and be stunned until the end of its next turn.
A creature restrained by this spell can make a Strength saving throw at the end of each of its turns. On a successful save, it breaks free from the shadowy tendrils.
If you lose concentration, the shadows dissipate, and the effect ends. However, a lingering sense of cold dread remains with the previously restrained creatures, giving them disadvantage on their next saving throw.
Classes: Sorcerer, Warlock, Wizard
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