Chains of Ice (5e Spell)

You create chains of ice which condense around a creature and attempt to pin it to the ground. The target makes a Dexterity saving throw. If it fails, it is restrained for a number of minutes equal to your Charisma modifier. If the creature was flying, it falls to the ground and is restrained there instead, taking falling damage as appropriate. The target can use its action each turn, to make a Strength check against your Rune Power save DC to break free.

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Chains of Ice
2nd-level evocation
Casting time: 1 action
Range: 40 feet
Components: V, S
Duration: Concentration, up to 1 minute

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