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Practical Magic: Animate Chains

SweetChains.jpg

Chains combine the cold strength of steel with the supple flexibility of flesh. The same length of chain makes one master and another slave. With the proper technique, chains can bring both pain and pleasure. But before we get too hot and bothered, let's get some magic involved!

Chains combine the cold strength of steel with the supple flexibility of flesh. The same length of chain makes one master and another slave. With the proper technique, chains can bring both pain and pleasure. But before we get too hot and bothered, let's get some magic involved!

ANIMATE CHAINS

School transmutation; Level sorcerer/wizard 2, anti-paladin 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 level)

Target 1 chain/2 levels, none of which can be more than 50 ft. in length

Duration 1 round/level

Saving Throw none; Spell Resistance no

You animate non-magical chains or chain-based objects (e.g. shackles, chain spear, spiked chain, etc.) which follow your commands. Possible commands include "coil", "loop", "entangle", "move", "restrain", "strike", "trip", and in the case of chain-based restraints,"bind". You can also give the opposite of the above commands. You can give one command each round as a movie action, as if directing an active spell. You may give every chain the same command, or give one command to one or more chains. When not given a specific command, an animated chain continues to obey the last command given.

A chain can enwrap only a creature or object with 5 ft. of it. Unlike an animated rope, it will snake outward to pursue a target. A typical chain has 5 hit points, 12 AC, 10 hardness, and can be burst with a DC 26 Strength check. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check. This DC increased by +3 if restrained and +6 if bound.

If ordered to attack, the chain deals 1d6 damage, +1 damage per 2 caster levels, with a base attack bonus equal to your spellcasting attribute. If the chain is already part of a weapon, it deals the weapon's normal damage +1 per 2 caster levels. If ordered to move, or when pursuing a target while following another command, a chain has a speed of 10 ft.