Difference between revisions of "Tie (cantrip)"

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'''Tie''' causes the loose ends of a rope or other flexible fibrous material to knot itself around a creature or object of the caster's choosing, rendering them helpless until the knot is loosenedA single strand of cord or other material is evoked into action by the [[Cantrip|cantrip]]Chains and other metals cannot be used.
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[[File:Tie (cantrip).jpg|right|490px|thumb]]
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'''Tie''' is a [[Cantrip|cantrip]] that causes the loose ends of a rope or like material to entwine itself securely around a designated target chosen by the caster.  With the failure of a saving throw, the tie renders the chosen entity immobile and incapacitated until the magical binding is relaxedThe process happens in just 6 or 7 secondsChain and other like non-fibrous materials cannot be employed by the cantrip.
  
 
{{Spelltable
 
{{Spelltable
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| casting time = 2 [[Action Points|action points]]
 
| casting time = 2 [[Action Points|action points]]
 
| save = negates
 
| save = negates
| level = cantrip
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| level = [[Cantrip|cantrip]]
 
}}
 
}}
  
If a creature is the proposed recipient, then a [[Saving Throws|saving throw]] is provided to learn if the creature is able to evade the cantrip's effect.  A +2 bonus is applied to this throw.  Following a successful save, the length attempting to tie the victim ceases to be animated.
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[[Saving Throws|Saving throws]] are made at +2, and if successful indicates that the creature was able to evade the cantrip's effect.  At that point, the failed tie drops to the floor at the end of the caster's turn, ceasing to be animated.
  
The extent to which the recipient is bound depends on the length of material; wrists and other manipulative limbs are prioritized, then afterwards limbs used for locomotion.  If there is any length left after this, the cantrip will try to fix the recipient to whatever object may be immediately adjacent — for instance, the chair the victim was sitting in when the cantrip was cast.  In any case, it's best to place the recipient against an object before employing the cantrip.  
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== Degree of Binding ==
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The degree to which the target becomes bound is contingent upon the available length of the material. The spell gives precedence to ensnaring the recipient's wrists and other limbs crucial for manipulation, followed by those required for locomotion.
  
Some very flexible creatures may be able to wiggle out in 2-5 rounds, as per the DM's rulingA [[Strength (ability stat)|strength]] [[Ability Checks|check]] is allowed for others, with a penalty of -8 applied; thus a creature with a strength of 8 or less can only be freed by another.
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Any surplus length, if present, is utilized to affix the target to the nearest object that's nearbyFor example, this might involve securing the individual to the chair they were seated in at the time of the cantrip's casting.  
  
The cantrip is equally useful for snubbing boats to a dock, securing a door or loads across an animal's back, harnessing a horse and so on. The caster can decide how much binding is done, if less than the maximum amount allowed is desired.
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The cantrip has a proven versatility in cases such as mooring a boat to a dock, fortifying doors, fastening cargo onto an animal's back or harnessing a horse among other uses. The caster retains the ability to determine the amount of binding required, allowing for a level of restraint that's less than the maximum capacity permitted by the spell.
  
  
See [[Useful Cantrips]]
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See also,<br>
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[[Entangle (spell)]]<br>
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[[Useful Cantrips]]
  
[[Category: Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 23:04, 15 October 2023

Tie (cantrip).jpg

Tie is a cantrip that causes the loose ends of a rope or like material to entwine itself securely around a designated target chosen by the caster. With the failure of a saving throw, the tie renders the chosen entity immobile and incapacitated until the magical binding is relaxed. The process happens in just 6 or 7 seconds. Chain and other like non-fibrous materials cannot be employed by the cantrip.

Tie
Range 10 ft.
Duration permanent
Area of Effect 1 creature or object
Casting Time 2 action points
Saving Throw negates
Level cantrip

Saving throws are made at +2, and if successful indicates that the creature was able to evade the cantrip's effect. At that point, the failed tie drops to the floor at the end of the caster's turn, ceasing to be animated.

Degree of Binding

The degree to which the target becomes bound is contingent upon the available length of the material. The spell gives precedence to ensnaring the recipient's wrists and other limbs crucial for manipulation, followed by those required for locomotion.

Any surplus length, if present, is utilized to affix the target to the nearest object that's nearby. For example, this might involve securing the individual to the chair they were seated in at the time of the cantrip's casting.

The cantrip has a proven versatility in cases such as mooring a boat to a dock, fortifying doors, fastening cargo onto an animal's back or harnessing a horse among other uses. The caster retains the ability to determine the amount of binding required, allowing for a level of restraint that's less than the maximum capacity permitted by the spell.


See also,
Entangle (spell)
Useful Cantrips