Binding Chain of Fate
- SchoolEvocation
- ComponentsV, S, M
- Range10 yards per 2 levels
- AreaSpecial
- Casting time9
- Duration9 rounds
- SaveNone
This spell brings into being a “chain” of shimmering, translucent links of magical force that forms in a whirling ring above a single chosen target creature, and then descends, its ends flailing. To the target, the binding chain has physical solidity; to all others, it’s no more than the vision of a lashing chain and a clashing, metallic rattling sound. (If the chosen target is outside spell range at the moment casting is complete, the chain won’t form, and the spell is wasted.)
The binding chain whirls above the target for a full round before descending. It moves to stay above the target during this time, but doesn’t hamper target actions in any way. It will fall harmlessly into nothingness if its target can teleport away, become ethereal, adopt wraithform or otherwise become non-corporeal; or is an illusion or projection rather than a solid, physical body. It takes instant effect if the target rises up into or seeks to pass through its whirling ring.
The chain can form and whirl unaffected by magical barriers (even those of the greatest efficacy, such as prismatic sphere), physical barriers (castle walls or solid rock), and water (even underwater). It is 10 feet high and 10 feet thick, with its length and the diameter of the area it encloses determined by the size of the creature it’s enclosing, from a minimum of ten feet to a maximum of 60 feet.
A binding chain of fate prevents the operation of all magic within its ring save its own. No magic can pass through it or take effect within any part of it, nor can the area of effect of a spell that erupts or is already in force outside the ring persist within or include the area occupied by the ring or the area it encloses. (A non-target being who stands within the enclosed area or in the space occupied by the phantom “chain” won’t suffer the damaging effects of the spell, but is governed by this freedom from all contact with other magic.) A binding chain can withstand even the mightiest of known spells, even dispel magic or Mordenkainen’s disjunction, and its caster cannot banish it before the spell has run its course.
Once settled around the chosen target, a binding chain prevents that being from moving outside its ring; though they are free to move within the enclosed area, the chain acts as an impregnable ceiling, floor, and continuous wall to them (that is, to the target only); other beings can pass through it freely and can launch physical attacks on the target being normally, though the visual chaos of the chain causes all missile attacks through it to be made at -3 to hit).
A binding chain flails its target being for 4d4 hp damage per round and prevents them from working any magic, negating any existing enchantments at work upon them for the duration of its existence.
A target aloft due to flying or levitation magic when enchained would not fall, because the chain’s invisible “floor” would hold them aloft. If that magic reaches its normal expiration before the chain does, the target will fall when the binding chain ends.
Once settled, the chain also prevents its enchained target from changing form; a vampire in solid form can’t become gaseous, a phase spider can’t phase, and a dragon in human shape can’t revert to draconic form. This prohibition lasts as long as the chain does.
This ancient spell has seen many lesser variations down the years and has primarily been used to make magically-powerful opponents ‘stand and fight,’ preventing their escape before force can be readied against them. (There is a specific but little-known counterspell that prevents a protected target from being enchained. Certain writings in Candlekeep also speak of at least two methods of magically shattering a chain, each employing a different trio of specific ninth-level spells, that must be cast at or on the chain within three consecutive rounds.)
The material components of a binding chain of fate are a strand of hair taken from a living creature who possesses at least three spell-like natural abilities (such as a ki-rin or rakshasa; the ability to cast wizard spells is one ability, and the ability to cast priest spells is another; the creature must have hair in at least one of its natural forms, so a hair from a phoenix or illithid who “grew” hair as the result of a spell wouldn’t work), and a magical potion of any sort.
Sources: Dragon Magazine