Chained Soul

by Warg21

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The Chained Soul

"Each action must have an equal and opposite reaction. Based upon this principal one can conclude the following: if one controls both the action and the reaction perfect control has been achieved."


-Nadan the Pious, High Wizard and Inventor of "The Chain"


"Control is the ultimate type of power."


-Vorn, The Lich of Many Curses


Maybe you sought to attain the power reserved to only those blessed by birth, maybe you wished to achieve control over your chaotic magic, or maybe you where unwillingly infused with power for nefarious ends. Power can be attained in many ways, this remains true even in this case.
The Infusion Ritual

There are several ways one can become a sorcerer of the chain. Most of them include some type of surgery, inserting an object with certain magical runes into the body of the subject.

Most common, and most simple is the ritual of suppression. This ritual does not aim to increase the individual power, it is done to control the chaotic tendencies present in many bloodlines of sorcerers.

The more controversial version is the ritual of fusion. The aim here is to create a sorcerer out of a normal person. This is done by tearing the magical essence from another sorcerer and seal it inside another body.

The least common ritual is the ritual of manipulation. This ritual can take the form of both the previous ones. But with one key difference, in addition to the magical runes inserted into the subjects body an identical rune is carved into a gemstone. In the right hands the gemstone can be used to control the "chains" within, thus creating a powerful and obedient servant.

No matter how you got it, you now have attained control over your chaotic magic. You can force the magic to stay within you, where it rests until you eventually call on it.


However, this power does come at a price. Sorcerers of the chain are often avoided or even openly hated by mortals and gods alike. You have disturbed the natural order, you have given yourself power only gods may grant.

Many try to hide their true nature, but magical intrusions on your body often have unusual side effects, making it obvious you are somehow touched by unnatural magic.

Such a reality drives many to a life of adventuring. Some have taken upon themselves the task to track down and capture or kill any wizard that knows the proper way of implanting "the chain" to protect others from their fate. Others seek a way to remove the implant from their body.
Those that do remain on civilized ground often operate as law enforcers, as their resistance against magic is invaluable when capturing mages that stray to far from the law.

Flurry of Chains

Starting at 1st level you can use the chains within you against your enemies. Whenever you are hit by an effect requiring an attack roll you may use a reaction to target a creature within 60 feet of you, the target must make a charisma saving throw against your spell save DC, on a failed save the target is restrained for up to a minute and takes 1d4 force damage, on a successful save the creature takes half damage. The save may be repeated on the creatures subsequent turns. This feature may be used an amount of times equal to half your sorcerer level, rounded up, plus your charisma modifier.

At 6th level the force damage increases to 2d4. The damage increases by 1d4 again at 14th and 18th level.

Empowered Physique

Starting at 1st level the energy within you empowers your body. You gain proficiency in either Acrobatics or Athletics. Additionally, your unarmed attacks deal 1d4 bludgeoning damage.

Arcane Shield

Starting at 6th level the magic repressed in your body can be used to form a ward surrounding you. As an action you can draw upon your magic, for 1 minute you can add your charisma modifier to your AC . Once this feature has been used it cannot be used again until you finish a short or long rest.

Furthermore, starting at 6th level you are proficient in any saving throw made against a spell or other magical effect.

Supernatural Vitality

Starting at 14th level your body can survive of the magic it contains. You don't to sleep, eat or drink. To gain the benefits of a long rest you can preform light activities for 8 hours.



Puppeteer of Chains

Starting at 18th level you have achieved full control over the chains that once bound your magic. If a creature is restrained by your Flurry of Chains feature, on your turn you may target them with one of the following effects:

  • As a bonus action you force the target to make a strength save, on a failed save you may move the creature 20 feet in any direction.
  • As a bonus action you may make a ranged spell attack against the creature, dealing 4d4 force damage on a hit.
  • As an action you may use your chains to suppress an enemy casters magic. Whenever the caster tries to cast a spell, it must make a intelligence save, on a failed save the spell fails. This effect can last up to a minute or until the caster breaks free of your chains. This effect requires concentration.
  • As an action you may force the creature to make a strength save, on a failed save the creature falls prone and takes 3d6 force damage, on a successful save the creature takes half damage.

You may only use one of these options per turn.

Surgery Side Effects
d8 Side Effect
1 The runes embedded in your body glow trough your skin whenever you are excited.
2 The energy pent up inside you makes you hyperactive if it isn't used.
3 The scars from the surgery have spread over your body, they itch whenever you cast to many spells.
4 You are unusually hot to the touch due to the high amount of energy within you.
5 Your skin is covered by magical runes.
6 Whenever you are in an area of anti-magic you become easily angered, since the well of energy you are accustomed to is gone.
7 Consuming any magical substance might upset your digestive system, so you avoid doing so unless absolutely necessary.
8 Constant exposure to magic has numbed your senses, you cannot feel pain.

 

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