Tuesday, March 20, 2018

Tie (cantrip)

Range: 10 ft.
Duration: permanent
Area of Effect: 1 creature
Casting Time: 2 action points
Saving Throw: negates

Causes any enlongated, flexible material to tie itself around an object of the caster’s choosing, no matter if this is a permanent fixture or something loose upon the ground, or indeed a living creature.

The material which can be so tied includes vines (with or without leaves), rope, thread, string, cord, cable or even chain. It can be made to reach out to a distance of 10 feet from the caster.

The object to be tied to may be anything up to 6 feet in diameter, but no more, and there must be enough material to enable it to be tied.

Resulting knots may be square knots, half-hitches, running bowlines or whatever sort is desired.

Living creatures who are not pinned or immobile will be able to flee the tie if they make a saving throw (+2). Those failing may attempt to cut the tie with a weapon, if that is possible—they will need to hit AC 5 to cut anything other than rope and AC 3 to cut rope. Chain and metal cable cannot be cut.

In any case, creatures who are tied will lose at most only the use of one limb, and will be able to loosen themselves in 2-5 rounds.

Ties may be made for a wide variety of reasons to serve the caster’s purposes.

See Useful Cantrips

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