Howling Chain
- SchoolEvocation
- ComponentsV, S, M
- Range10 yds./2 levels
- Area1 creature
- Casting time6
- Duration1 rd./level
- SaveNone
This spell brings into being a shimmering, blood-red chain of force (akin to that created by the 5th-level spell, sighing chain) that coils snakelike around a single chosen target creature. This spell is named for the howling chant emitted by the chain as it loops and writhes around the target creature. The chain's movements do not require the caster's continued attention; once it is cast, the caster is free to work other magic or even leave the scene.
The victim within a howling chain is not held fast, nor prevented from moving, but the chain imposes a -2 penalty on all of the creature's attack and damage rolls; adversely affects ability checks, saving throws, and movement rate by 2; and increases the casting time of a spell cast by the chained creature by 2.
A howling chain flails at the chained creature constantly, attacking twice per round with a THAC0 of 7, and dealing 3d4 points of crushing and bludgeoning damage per successful strike. In any round in which both chain attacks hit a spellcasting victim, the spell is ruined; otherwise, an enchained spellcasting creature can successfully cast spells with a casting time of 5 or less. If an enchained creature devotes its attention exclusively to blocking and avoiding chain attacks, and does not otherwise move or attempt any other actions not directly related to defense (readying a shield is permissible), one chain attack per round automatically misses, and the other is made at THAC0 12. Creatures trying to pull at the chain suffer 2d4 points of bludgeoning damage per tug, and such attempts are always futile. Foes of the chained creature trying to strike at it past or through the chain suffer a -2 penalty on attack rolls, but are otherwise unaffected by the chain.
Aside from waiting for its disappearance at the expiration of the spell, the chain can be gotten rid of by dispel magic, by destroying it, or by the death of the chained creature. If the first creature dies and the spell has not expired, the caster can direct the chain to move to another creature, coiling and writhing at a movement rate of 9. To enchain the subsequent creature requires a successful attack roll at the caster's THAC0 and directing the chain to a new victim consumes the spellcaster's action for that round. This is the only way a howling chain can change victims. If the chain is not directed to a new victim in the round following the first victim's death, it dissipates.
To destroy a howling chain, it must be dealt 33 points of damage. It is only AC 8, but the nature of the magic causes equal damage to be inflicted upon the enchained victim. Thus, a victim must suffer 33 points of damage to be free of a howling chain that is destroyed by damage.
The material component of this spell is a length of at least three joined links of chain of the finest steel or of any pure metal.
Notes: Very rare in the Forgotten Realms setting; unknown elsewhere.
Sources: Wizard's Spell Compendium