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School conjuration (creation) [metal]; Level antipaladin 3, cleric 3, inquisitor 3, paladin 3, vanguard 3 CASTING
Casting Time 1 standard action
EFFECT
Range close (25 ft. + 5 ft./2 levels) |
Extras |
Chain Gang
DESCRIPTIONA spell created by prison wardens in the case of an attempted escape, chain gang chains multiple creatures together with metal shackles.Each target must succeed on a Reflex save or be
shackled to the nearest creature that also failed its Reflex
save by metal chains. For the duration of chain gang, the creatures cannot move further apart from the creature
it is shackled to than the distance they were from each
other at the time they were shackled by the chain gang
spell. A creature that is sufficiently strong can break
the chains; a chain has hardness 10 and 20 hit points,
and can be broken in one attack by a DC 28 Strength
check. A creature can also escape the chains with a DC
35 Escape Artist check. Once a chain is broken, the
two creatures connected by that chain are no longer
limited in movement in relation to each other, but are
still restricted should there be chains connecting them
to other creatures. A creature could also attempt to drag
other creatures with it by the chains while it moves,
should it be strong enough to do so. One chain is also formed between you and one creature of your choice that failed its saving throw;
this chain does not restrict your movement and simply
appears in your grasp, allowing you to pull or restrain
the creatures by a “lead line”. You can fasten the chain
to a structure or other creature (it has a manacle to clasp
onto a creature’s arms or onto iron bars, to name a few
uses), or you can simply pull on the chain should you
want to lead the creatures about. Letting go of the lead
line does not end the spell, and another creature (or you)
can pick up the lead line to pull the affected creatures. Chain gang has no effect on an incorporeal creature or a swarm. Section 15: Copyright Notice
Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore |
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