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 loosened. A single strand of cord or other material is evoked into action by the cantrip. Chains and other metals cannot be used.

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

If a creature is the proposed recipient, then a 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.

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.

Some very flexible creatures may be able to wiggle out in 2-5 rounds, as per the DM's ruling. A strength 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.

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.


See Useful Cantrips