Courses / AR / Bind
Bind
Prerequisites:
Qualifies For:
Level:
4
Study DC:
12
Code:
AR 440
Bind Spell
Time:
Action
Range:
300 ft.
Target:
1 target (or 2 targets at a -5 DC penalty)
Cost:
Defense:
Health (reflex) save negates, test at end of turn ends
Duration:
Until the creature escapes
Chains (or other bindings) connected to the nearest solid objects materialize and try to bind the targets.
Incorporeal creatures are not affected by this spell.
Each target gets a health (reflex) save.
Pass:
The target may move or act, but not both, during its next turn.
If the target gets multiple actions per turn and chooses to move, it only loses one action instead.
Fail:
The target is restrained and disabled.
Creatures restrained by this spell are anchored in place and cannot be moved from their space.
Restrained:
You are immobilized.
You have disadvantage on rolls to hit.
You are off guard (rolls to hit you have advantage).
At the end of each of its turns, the target gets to try a DC 12 test of Strength, Spellcraft, Artifice, or Roguery to free themselves from this spell.
An adjacent ally may spend their action to try their own DC 12 test of Strength, Spellcraft, Artifice, or Roguery to end this spell’s effects on the target.
If the target gets multiple actions per turn,
it may spend an action to try a DC 12 test of Strength, Spellcraft, Artifice, or Roguery to end this spell’s effects on themselves.
The chains can be destroyed, but it is not easy.
The chains have 10 AC, 100 HP, resist physical damage and take 5 less physical damage, and are immune to psychic and poison damage.
You can end this spell as a fast action (if for some reason you want to).
Suggested Backfire: You cast Bind on yourself instead of your intended targets.
Each Bind beyond the first restraining a target increases the DC of the test to escape by 1. However, passing the test to escape will escape all Bind spells.
Incorporeal creatures are not affected by this spell.
Each target gets a health (reflex) save.
Pass:
The target may move or act, but not both, during its next turn.
If the target gets multiple actions per turn and chooses to move, it only loses one action instead.
Fail:
The target is restrained and disabled.
Creatures restrained by this spell are anchored in place and cannot be moved from their space.
Restrained:
You are immobilized.
You have disadvantage on rolls to hit.
You are off guard (rolls to hit you have advantage).
At the end of each of its turns, the target gets to try a DC 12 test of Strength, Spellcraft, Artifice, or Roguery to free themselves from this spell.
An adjacent ally may spend their action to try their own DC 12 test of Strength, Spellcraft, Artifice, or Roguery to end this spell’s effects on the target.
If the target gets multiple actions per turn,
it may spend an action to try a DC 12 test of Strength, Spellcraft, Artifice, or Roguery to end this spell’s effects on themselves.
The chains can be destroyed, but it is not easy.
The chains have 10 AC, 100 HP, resist physical damage and take 5 less physical damage, and are immune to psychic and poison damage.
You can end this spell as a fast action (if for some reason you want to).
Suggested Backfire: You cast Bind on yourself instead of your intended targets.
Each Bind beyond the first restraining a target increases the DC of the test to escape by 1. However, passing the test to escape will escape all Bind spells.
“You’ve earned yourself a one way ticket to the detention dimension!” - Xanadar Bosh