Monday, June 5, 2017

Iron Chains

Iron Chains

School conjuration (creation) [sorcery]; Level sorcerer 6

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Area 20-ft.-radius spread centered on the target
Duration 1 round/level (D)
Saving Throw 
none; Spell Resistance no

DESCRIPTION

Smoking chains of black iron appear and wrap around your target, then snake outward to bind all nearby creatures.

The target is wrapped in chains and takes 4d6+9 points of damage as though struck by a +5 Large vicious spiked chain and pinned. The CMD for the target to escape is 20 + your caster level. If the target escapes it can be grappled as below, but not pinned again.

The chains stretch out from the space occupied by the initial target. One chains lashes out at every other enemy within the area of the spell who is then the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that iron chains is cast. The chains do not provoke attacks of opportunity. When determining the chains' CMB, use your caster level as their base attack bonus and they receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all foes in the area of effect.

If the chains succeed in grappling a foe, that foe takes 2d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The iron chains spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that iron chains succeeds on a grapple check, it deals an additional 2d6+4 points of damage and 2d6 points of fire damage. The CMD of iron chains, for the purposes of escaping the grapple, is equal to 10 + its CMB.

If any creature escapes, the chain continues to reach for them each round until they leave the area of effect of the spell ends. If a creature succeeds in leaving the area, the chain randomly selects another foe in the area to target improving the chains’ CMB against that target by +2.

The chains created by this spell cannot be damaged, but they can be dispelled as normal. Any space with a chain stretching through it is considered difficult terrain.






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