Frostrune's Restraints‡
(Enchantment, Evocation,
Necromancy)
Level: 8
Range: 5 yds.
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
This spell sends a glowing ball of energy toward a target and wraps the creature in magical bonds designed specifically to fetter wizards and prevent spellcasting. The magical energy of the bonds are tied directly to the victims life force, making it very dangerous to disrupt.
When the spell is cast, the victim can roll a saving throw vs. spell with a -2 penalty. If the save is successful, the glowing energy only causes the victim's to glow for 1d4 rounds, making it difficult to cast spells (add 4 to all casting times and roll a 30% chance of miscasting the spell and ruining it). When the duration is up, the glow subsides and normal casting resumes.
If the spell takes full effect (i.e., failed save), the energy forms globes of energy around the extremities of the victim (hands, feet, but not the head), forcing them as far apart as possible and leaving the target in full spread-eagle position. The globes levitate the victim about 5 feet off the ground, and the trapped figure can be moved horizontally by the mental commands of the caster or by physical force (wind, telekinesis, or simple pushing). The restraints prevent the victims from moving their hands for spellcasting, and they don't allow any items to be used through them (or even gripped, for that matter). The extremities within the globes are paralyzed until the spell ends.
If the globes are brought closer than their limbs' full extension, the victim is wracked in pain and arcs of energy flow among all the globes. The victim can consciously still move other parts of his body outside the restraints, however painful it may be. One way to break the spell is to make a successful Bend Bars roll to break the restraints; another is to force the globes to touch each other or smash them against a hard physical surface. Any of these methods wreaks a horrible amount of pain on the victim, as well as those around him: Shattering one of the restraints inflicts 4d8 points of damage +1 point per every two levels of the caster to the victim-Priamon's (M27) restraints would cause 17-45 (4d8 + 13) points of damage if broken. In addition, the explosion of the magical restraints deals 1 point of damage per every two levels of the caster to all within a 10-foot radius of the explosion's center. For both of these effects, a successful saving throw vs. spells reduces the damage by half.
If the spell is not resisted and the victim remains still, it lasts for 8 hours + 1 hour per level of the caster. At the end of that time, the restraints simply fade away, causing no damage to the victim. The restraints can also be disrupted by dispel magic or the touch of a +3 or greater enchanted blade.
Notes: Known by the Inner Circle of the Golden Enclave; very rare.