Divine Chains (5e Spell)

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Divine Chains
9th-level Abjuration
Casting time: 1 action
Range: 60 Feet
Components: Shard of either Tiamats or Bahamuts Horn, which is consumed upon casting this spell
Duration: Instantaneous


You point your Finger at one Creature within range, golden chains sprout from the ground and bind to the creature, forcing it to its knees, and binding it on its Space. While bound this way, all Strength and dexterity saving throws made by the targets automatically fail, its AC and Speed is 0 and it cannot use any Reactions. Once per day, the creature may attempt a wisdom saving throw against your Spell save DC, if they suceed, the chains fall off of the creature, and it is knocked prone, additionally, it takes 5d10 radiant damage and is blinded and deafened for 1 Minute. If it fails, it is bound as if bound by the Imprisonment Spell using the Chains Option. The Chains cannot be dispelled or affected by any magic, even by a Wish Spell, cannot be destroyed trough any damaging means, nor moved into any direction. No Creature within 60 feet of the Chains may cast any Spell of 9th Level or Lower. If the creature has failed its Wisdom saving throw to snap free form the Chains 7 days in a row, the chains become Permanent until dispelled by the Caster. As an action, you can cause the chains to move 60 feet in any dimension, including below the surface. A creature pulled below the surface now also counts as Imprisoned by the Burial Option in addition to the Impriosnment Option. As a Reaction, you can cause the Chains to glow in a Radiant golden Light, burning the Target with Celestial Fire, the Target must pass a DC 20 Constitution Saving throw or take 10d20 radiant damage and be blinded and deafened for this round, or half as much on a passed saving throw. If the Target passes a Wisdom Saving throw, you are Aware of such immediatly after the Chains snap open.

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