Shackle of the Transgressor 872

From: Necromancy 583 of the Inquest Constables Iron Ledger

Description: Designed to incapacitate fleeing culprits, unruly shades, or reanimated horrors, this offensive abjuration-necromancy hybrid spell projects hardened bands of spectral force from the pages of the ledger. Upon a successful attack roll against the target’s total Armor Check, ethereal iron chains shoot forward in a direct line up to thirty feet, wrapping around the target’s limbs and imposing the Anchored condition. The entrapped entity cannot move more than ten feet away from the initial point of impact for one minute and suffers disadvantage on all physical strike rolls while ensnared. If the target attempts a forceful escape, the chains constrict, inflicting immediate tier-based necrotic feedback damage.

Roleplay: Spotting a retreating suspect or rogue creature attempting to vanish through a narrow corridor, the constable snaps the electrum latch open with the thumb and points the open cover toward the fleeing target. Chanting a swift, two-second command of arrest, the constable’s voice booms with a sharp, resonant ring that cuts through the din of the surrounding area. Glowing violet links of spectral chain erupt with the sound of rattling iron, whipping through the air to clamp around the fugitive’s ankles and wrists. As the target stumbles to a halt, the constable grips the ledger firmly, marching forward at an even, deliberate pace while the bindings keep the suspect secure.

Lore of Shackle of the Transgressor 872

  • Developed during the era of the First Kingdoms, this hybrid incantation was forged by judicial technomancers and runic smiths serving the Royal Courts to establish control over chaotic urban ports and disputed frontier districts across the 73 island continents of Saṃsāra.
  • As commercial trade expanded rapidly through central cities and coastal wharfs, constables frequently encountered high-mobility fugitives, rogue avatars, and restless spectral entities that easily slipped past physical barriers or evaporated through alley networks before justice could be administered.
  • Judicial arcanists discovered that combining abjuration force geometry with minor necromantic conduits allowed ethereal iron to manifest from runic vellum, establishing a metaphysical anchor linked directly to the physical ground.
  • In the legal traditions of the island monarchies, apprehending a suspect without causing premature biological death was essential to allow judicial magistrates to collect lawful transit taxes, assess property damages, and conduct formal depositions before the court.
  • As the world transitioned into the Industrial Age, the formula was standardized into official municipal grimoires and constabulary ledgers, serving as a primary non-lethal restraint protocol for town watches and guild enforcers across high-density metropolises.

The Practical Use of Shackle of the Transgressor 872

  • Halting Fleeing Fugitives: The primary field application is stopping retreating criminals, pickpockets, or contraband smugglers in narrow urban alleys, wharf gangplanks, or crowded bazaar districts before they escape into safe zones.
  • Neutralizing Spectral Threats: Ethereal phantoms, restless shades, and phasing undead that bypass physical armor can be firmly anchored to the material plane, preventing them from retreating behind solid bedrock or stone walls.
  • Vanguard Defense and Crowd Control: When exploring dangerous subterranean caverns or untamed wilderness borders, casting the shackle on charging feral beasts or brute combatants prevents the party’s backline support from being overwhelmed.
  • Securing Suspects for Interrogation: By immobilizing an adversary without dealing immediate lethal harm, constables can safely conduct field inquests, search inventories, and verify identities using the Mind’s Eye.
  • Area Denial on Choke Points: Deploying the spectral chains across narrow doorways, ladder bases, or airship boarding ramps restricts enemy mobility and holds chokepoints during tactical retreats.

Specific Tier-Related Stats, Skills, Cost, and Requirements

  • Spell Tier: Tier 1 (Common)
  • Frequency / Cooldown: Exactly once per in-game day (resets following a prolonged long rest)
  • Action Cost: 1 Action (Somatic casting time lasting under six seconds)
  • Attack Roll: d20 + Tier Die (1d4 at Tier 1) + Attack Bonus against the target’s total Armor Check (AC)
  • Range Trait: Simple (30 feet maximum direct line; automatically misses beyond this range)
  • Duration: 1 minute (10 combat rounds) or until dispelled
  • Condition Imposed: Anchored (the entrapped entity cannot move more than 10 feet away from the initial impact point and suffers disadvantage on all physical strike rolls)
  • Feedback Damage: Inflicts 1d4 base necrotic damage (plus tier damage) whenever the ensnared target attempts a forceful physical or opposed save to break the chains
  • Skill Requirements: Minimum trained skill level of 1 in Abjuration, Necromancy, or Law Enforcement Tactics
  • Conduit / Gear Requirement: Requires an attuned Tier 1 spell focus (such as an iron-bound ledger, runic bone stylus, or an inscribed necromantic grimoire with an intact Tier 1 magic crystal)
  • Monetary / Mercantile Value: Purchasing a standard standalone scroll or grimoire inscription ranges from 12 to 18 gold (120 to 180 silver) at authorized guildhall outfitters, or up to 30 gold in hard coin from dockside black-market merchants

Tags

  • Abjuration, Necromancy, Tier 1, Common, Shackle, Restraint, Anchored, Spectral Chains, Law Enforcement, Constable, Somatic, Once Per Day, Combat, Crowd Control, Immobilization, Ethereal Binding, Fugitive Capture, Iron Links, Force Tether, Judicial Restraint, Necrotic Feedback, Non-Lethal, Choke Point, Crowd Denial, Runic Vellum

Roleplay and Tactics

  • Judicial Roleplay:
    • The constable snaps the iron ledger open with an authoritative flourish, aiming the runic pages at the retreating target while declaring the formal municipal decree of detention in a booming, resonant tone.
    • When the glowing violet chains manifest with the heavy, metallic clatter of iron links, the user maintains a calm, deliberate advance, keeping the focus leveled to remind all onlookers of the state’s unyielding authority.
    • If the trapped target thrashes or shouts threats, the constable remains impassive, citing the penalties for resisting arrest while the necrotic feedback pulses through the violet bindings.
  • Tactical Encounter Applications:
    • Targeting Mobile Skirmishers: Prioritize fast-moving rogues, flying predators, or phasing specters that attempt to bypass frontline tanks to attack ranged party members.
    • Exploiting the Anchored Condition: Because the target is restricted to a 10-foot radius and suffers disadvantage on physical attacks, allied avatars can position themselves just outside the tether’s reach to deliver ranged attacks without risking counterstrikes.
    • Punishing Forced Escape Attempts: The necrotic feedback triggers each time the captive attempts an opposed escape roll, steadily wearing down the target’s health points while keeping it trapped in the kill zone.
    • Securing Ambush Lines: In tight dungeon corridors or city tenements, anchoring the front runner of an enemy squad creates a physical roadblock, disrupting their formation and preventing reinforcements from advancing.

Activation perception of Shackle of the Transgressor 872:

  • Visual Sense
    • What is Perceived: A vivid discharge of radiant violet force erupting from the open ledger pages, forming interlocking ethereal chain links that streak across the air toward the target.
    • Description: As the somatic phrase is uttered, the runic text along the iron binding flashes brightly with ultraviolet energy. The glowing bands of energy coil outward from the parchment leaves like liquid iron, solidifying mid-flight into glowing purple links that wrap securely around the target’s limbs and anchor into the cobblestones or ground.
    • Positives: Provides immediate, clear visual confirmation of a successful strike and distinctly outlines the exact boundary of the ten-foot tether zone.
    • Negatives: The brilliant violet light pierces darkness and casts sharp silhouettes, making the user immediately visible to all combatants across the battlefield.
  • Auditory Sense
    • What is Perceived: A loud, metallic snap of the electrum latch followed by the heavy clanking and rattling of solid iron chains whipping through the air.
    • Description: The activation produces an authoritative, resonant ring akin to an iron portcullis slamming shut. When the chains strike and bind the target, a heavy metallic clang reverberates across the area, punctuated by a low, vibrating hum that persists for the duration of the tether.
    • Positives: The sharp, resonant clang carries an unmistakable tone of authority that startles nearby foes and confirms physical impact without requiring continuous visual focus.
    • Negatives: The loud rattling noise eliminates any possibility of stealth and immediately alerts surrounding enemies to an active restraint attempt.
  • Tactile Sense
    • What is Perceived: A sudden kickback of dense kinetic recoil followed by a sharp, icy tension vibrating through the fingers and hands.
    • Description: The moment the spell triggers, the iron ledger jerks backward in the avatar’s grip with the physical force of a released crossbow. A frosty, static buzz numbs the palm while an elastic tension hums through the forearm, mirroring the strain on the spectral tether.
    • Positives: Provides immediate kinetic feedback that allows the caster to feel whether the target is pulling against the chains or remaining passive.
    • Negatives: The jolt and lingering chill can cause temporary hand fatigue or minor stiffness, slightly degrading fine motor control for immediate weapon switches.
  • Olfactory Sense
    • What is Perceived: A sharp burst of ionized air, scorched iron dust, and hot sulfurous ash.
    • Description: The rapid manifestion of ethereal chains into physical reality vaporizes ambient moisture, filling the immediate perimeter with the clean, harsh tang of ozone combined with the smell of a hot blacksmith’s forge.
    • Positives: Masking ambient scents of decay or battlefield odors with a clean, sharp electrical charge helps the user maintain mental focus under pressure.
    • Negatives: The distinct odor of burned ozone and hot metal lingers in the area, allowing scent-tracking creatures to locate the source of the spellcasting.
  • Gustatory Sense
    • What is Perceived: A sharp, bitter metallic taste across the tongue and back of the throat.
    • Description: Chanting the rapid command of arrest draws an astringent, dry taste of copper and cold iron into the mouth, accompanied by a dry tingling sensation across the lips.
    • Positives: Gives the user an immediate bodily cue that the verbal somatics were executed with exact harmonic precision.
    • Negatives: Dries out the mouth and leaves an acrid aftertaste, requiring the caster to swallow or drink water to speak clearly afterward.
  • Extra-Sensory Perception: Mind’s Eye Target Metrics
    • What is Perceived: A numerical readout of the target’s physical resistance, active movement speed, and exact distance from the binding anchor point.
    • Description: The avatar’s inner vision receives an immediate feed of data detailing the target’s remaining Armor Check, current debuff states, and the exact integrity of the Anchored condition.
    • Positives: Eliminates guesswork regarding whether the target can break free, enabling the user to coordinate ally attacks with maximum efficiency.
    • Negatives: The rapid influx of dynamic tactical numbers into the consciousness can cause a fleeting mental lag when tracking multiple simultaneous threats.
  • Extra-Sensory Perception: Ethereal Tension Feedback
    • What is Perceived: A psychic tether pulling directly at the avatar’s core life energy whenever the bound target struggles.
    • Description: The user senses the exact physical effort and directional force exerted by the ensnared victim as a taut, metaphysical cord vibrating against their own soul essence.
    • Positives: Allows the avatar to intuitively anticipate the target’s escape path or intended charge before the physical movement fully occurs.
    • Negatives: Violent thrashing or powerful surges of physical might from massive beasts cause sympathetic psychic tremors that rattle the caster’s concentration.
  • Extra-Sensory Perception: Judicial Authority Aura
    • What is Perceived: A heavy, suppressive mantle of institutional order settling over the immediate battlefield.
    • Description: The caster experiences an internal sensation of absolute legal dominance, feeling the collective weight of municipal and royal authority backing the restraint action.
    • Positives: Immunizes the caster against fleeting panic or combat demoralization while the shackle remains actively fastened.
    • Negatives: Fosters a rigid, procedural mindset that can cause the caster to overlook unorthodox tactics or unconventional maneuvers chosen by the enemy.

Iron Ribbons and Running Feet 872

In the ancient time of the first stones, when the high mother Gaialilith did breathe upon the boiling water to make the crust of the moon become hard dirt, there was much walking and running upon the seventy and three lands of the sea. In those days, the kings of the blood did sit in the middle cities of the land, and the great guild of the work masters did write the laws upon the skins of beasts.

There lived a keeper of the town gates named Barok, whose spirit had come down from the high cloud after dying in a world of tall glass huts and rolling wagons of black oil. Barok had taken the meat of a strong two-legged avatar with thick skin, but he had no great spells of the high mages who live in the twenty-story towers of the sky. He carried only a heavy book made of cold iron plates, with twenty-four leaves of dried swamp grass that would not take the wetness of water, and an electrum tooth shaped like an open eye upon its side.

In the middle hour of the day, when the great star Helios stood straight above the world at eleven of the clock, a great breaker of the peace came into the market of the coastal wharf. This man was a swift-footed thief who had stolen the heavy metal box of the world bank, full of one hundred gold pieces and many shiny electrum tokens of the royal house. The thief did have boots of great quickness, and he did leap over the fish carts and the baskets of red fruit like a winged cat of the mountains.

The city guards did run with their heavy bronze sticks, but their breath became short, and their legs grew heavy with the sweat of the hot hour. The thief did laugh with wide teeth, shouting that no man of the king could touch his heel before he reached the great sea vessel that was turning its sails to the west where the water flows fast.

Barok stood upon the stone roadway where the country path meets the gate of the city. He did not run with his two feet, for he knew that the flesh of an avatar grows tired when the breath is spent. He took the heavy iron ledger into his left hand and pulled the electrum eye latch with his thumb. The book did spring open with a sound like the shutting of an iron cage in the deep earth.

Barok raised his right hand and pointed the open vellum leaves at the running thief who was thirty paces away. He did speak the eight-hundred-and-seventy-second ancient words of the arresting law, making the somatic noise with his throat for only two beats of the heart.

A great flash of violet fire did burst out from the white leaves of the book. The air did turn cold like the high ice that falls from the void, and the smell of hot iron and burned thunder did fill the noses of all the market folk. Out from the flat vellum flew long ribbons of glowing purple iron, twisting and rattling through the air like angry serpents of the winter sky.

The purple chains did strike the running legs and the wrists of the thief with a great noise of clashing metal. In that same breath, the other end of the glowing ribbons did drive themselves deep into the hard cobblestones of the road, clamping tight like the roots of an ancient swamp tree.

The thief did fall hard upon his belly, his face striking the wet stones of the wharf. He made great shouts of fury and tried to pull his feet toward the sea ship, but the purple iron held his meat within ten paces of the strike. When he did pull with great anger against the chains, the purple fire did bite deep into his skin, sending the black burning pain of the dead into his bones and taking away four points of his living meat.

Barok walked forward with slow, even steps, his boots making quiet sounds upon the stone. He held the open book before his chest, where the Mind’s Eye did show the numbers of the thief’s strength growing small and weak beneath the weight of the legal shackle. The thief lay upon the dirt, weeping with sore sorrow and moving no more until the royal bailiffs did come with the carts of wood to take him to the stone pit beneath the queen’s court.

The great masters of the guild did give Barok a bag of silver tokens, and the story of the iron ribbons was carved upon the gate post of the wharf so that all who run from the law would know that the reach of the iron ledger is swifter than the swiftest foot.

Moral of the Story: A swift foot may outrun the heavy legs of a hundred guards, but when the eight-hundred-and-seventy-second shackle flies from the iron book, the ground itself rises to hold the transgressor fast.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Shackle of the Transgressor 872

  • Cost: 1D4 Sanity points, 3 Magic Points
  • Casting Time: 1 combat round (approx. 2 to 6 seconds)
  • Components: Vocal command of arrest, physical focus (an iron ledger, inscribed bone stylus, or legal sigil)
  • Range: 10 yards (approx. 30 feet)
  • Duration: 1 minute (6 combat rounds)
  • Game Mechanics & Syntax:
    • The caster points an open ledger or focus at a visible target within 10 yards and initiates an opposed POW roll (or an Occult vs. Dodge check if targeting a non-mythos living target).
    • On a Regular success, ethereal iron bands erupt from the focus, wrapping around the target’s limbs and anchoring them to the spot. The target’s movement rate is reduced to 0, and they cannot move farther than 3 yards from the point of impact.
    • While ensnared, the target suffers a penalty die on all physical fighting, brawling, and firearm attacks.
    • If the target spends an action to attempt a forceful escape, they must succeed on an Extreme STR check. On a failure, the spectral chains constrict, inflicting 1D4 direct damage from necrotic backlash.
    • On an Extreme casting success, the victim cannot attempt to break free for the first 2 combat rounds.

Blades in the Dark

Transgressor’s Spectral Chain 872

  • Spell Type & Action: Arcane Abjuration / Binding Spell (Cast via the Attune action)
  • Stress Cost: 2 Stress
  • Cast Time: Instantaneous / Standard Action
  • Range & Tether: Close range (up to 10 paces); anchors target within a tight 3-pace radius.
  • Duration: A few moments (Scene or until dispelled).
  • Game Mechanics & Syntax:
    • Pointing an open arcane codex at a fleeing or hostile target, roll Attune to manifest physical spirit-iron chains that bolt into the ground.
    • On a 1–3, the spell misses or recoils; you suffer Level 1 Harm (Psychic Whiplash) and the target continues moving freely.
    • On a 4/5, the target is bound with Standard Effect, imposing the Anchored condition (reducing movement to zero and setting their offensive actions to Limited Effect), but you incur a complication (e.g., structural damage to the area, drawing unwanted attention from the Bluecoats, or taking 1 additional Stress from the strain).
    • On a 6, the target is fully restrained (Great Effect) for the duration of the encounter. If the target attempts a desperate struggle to tear free, they suffer Level 2 Harm (Necrotic Crush) from the tightening bonds.
    • Critical: The target is pinned instantly, drops any held weapons or contraband, and cannot act offensively for the remainder of the scene.

Dungeons & Dragons (5th Edition)

Shackle of the Transgressor 872

  • Level: 1st-level Abjuration / Necromancy
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an inscribed iron-bound book or cold-iron token worth at least 10 gp)
  • Duration: Concentration, up to 1 minute
  • Game Mechanics & Syntax:
    • Make a ranged spell attack against one creature you can see within range.
    • On a hit, glowing bands of spectral chain wrap around the target’s limbs and anchor into the ground, inflicting the Restrained condition. The creature cannot move more than 10 feet away from the location where it was struck.
    • While tethered, the target has disadvantage on attack rolls, and attack rolls against it have advantage.
    • As an action, the restrained creature can make a Strength (Athletics) check against your spell save DC to burst the chains. On a failed attempt, the chains violently constrict, dealing 1d4 necrotic damage to the creature.
    • The spell ends early if your concentration is broken, if the target successfully breaks free, or if the caster dismisses it as a bonus action.

Knave (2nd Edition)

Shackle of the Transgressor 872

  • Spell Level & Slots: 1st-tier Spell (Requires 1 Item Slot for the relic/book)
  • Casting Time: 1 Action (Direct combat round)
  • Range: 30 feet (Direct line of sight)
  • Duration: 5 Rounds (approx. 1 minute)
  • Game Mechanics & Syntax:
    • The caster presents the iron ledger and speaks a swift command of capture, targeting an enemy within 30 feet.
    • The target must make a Strength save against the caster’s casting DC (15 + Intelligence bonus) or be struck by erupting spectral chains.
    • On a failed save, the target is Anchored in place: its movement speed is reduced to 0 (cannot move more than 10 feet from the impact point), and it takes a –2 penalty to all physical attack and defense rolls while bound.
    • On its turn, the ensnared creature may use its action to attempt another Strength save to break the chains. Each failed attempt inflicts 1d4 direct damage as the spectral iron tightens against its flesh.
    • If the caster takes direct damage while maintaining the spell, they must make a Constitution save or the chains dissolve into purple sparks.

Fate Core System

Shackle of the Transgressor 872

  • Type: Magic Stunt / Offensive Binding Action
  • Cost: 1 Fate Point to invoke during an attack or combat roll.
  • Mechanics & Syntax:
    • When pointing an open inscribed ledger or cold-iron focus at a target within your zone or an adjacent zone, roll Shoot or Lore against the target’s Athletics or Physique.
    • On a success, spectral chains burst forth and create the situation aspect Bound by Judicial Chains on the target with one free invocation (or two free invocations on a style success).
    • The target cannot leave its current zone or move more than a few paces from the impact point while the aspect persists.
    • Any physical attack action made by the bound target suffers a –2 penalty while ensnared.
    • If the target attempts to Overcome the aspect using Physique and fails, the chains constrict, inflicting a 2-shift physical/necrotic hit directly against their physical stress track.

Numenera & Cypher System

Shackle of the Transgressor 872

  • Level: 2 Esotery / Ability (Abjuration / Energy Manipulation)
  • Cost: 2 Speed or 2 Intellect Points
  • Action: Action to cast
  • Range: Short range (up to 50 feet / 15 meters)
  • Duration: 1 minute (approx. 10 rounds)
  • Mechanics & Syntax:
    • The caster aims an iron codex or energy focus and makes a Speed or Intellect attack roll modified by focus assets against the target’s level.
    • On a hit, hard-light spectral bands wrap around the target’s limbs and anchor into the physical ground.
    • The target is restricted to moving no more than an immediate distance (10 feet) from the impact anchor and finds all physical attack actions hindered by two steps.
    • The target may use its action to attempt an Effort-based Might task against the spell’s level to break the bands. A failed attempt causes the hard-light bands to violently compress, dealing 3 points of ambient necrotic damage directly to the target’s Might Pool.

Pathfinder (2nd Edition)

Shackle of the Transgressor 872 (Spell 1)

  • Traits: Uncommon, Attack, Evocation, Necromancy, Occult
  • Cast: [Two-Actions] Somatic, Verbal (requires an attuned cold-iron ledger or legal focus)
  • Range: 30 feet; Targets: 1 creature within line of sight
  • Duration: 1 minute
  • Mechanics & Syntax:
    • Make a ranged spell attack roll against the target’s AC.
    • Critical Success: The target is Restrained by spectral chains and tethered within a 10-foot radius of the strike point. It takes a –2 circumstance penalty to all physical strike rolls. If the creature fails an Escape attempt (DC equal to your Occult spell DC), the chains deal 2d4 necrotic damage.
    • Success: The target is Grabbed and tethered to the location (cannot move more than 10 feet away). It takes a –1 circumstance penalty to physical attack rolls. If the creature fails an Escape attempt (DC equal to your Occult spell DC), it takes 1d4 necrotic damage.
    • Failure: The chains strike the ground or miss, dealing no damage and imposing no conditions.
    • Critical Failure: The chains whip wildly out of alignment, causing no effect.

Savage Worlds (Adventure Edition)

Shackle of the Transgressor 872

  • Power Level: Novice
  • Power Points: 2 (can spend +2 Power Points to apply the Hardened modifier to the bindings)
  • Range: Smarts (up to 10 yards / 30 feet)
  • Duration: 1 minute (5 rounds)
  • Trappings: Violent rattle of iron, glowing violet force links, cold-iron ledger.
  • Mechanics & Syntax:
    • The caster points the open iron ledger and makes an Arcane Skill roll opposed by the target’s Agility.
    • On a standard success, the target is Entangled by ethereal chains, pinning its movement to a maximum of 2 yards from the point of impact and giving it a –2 penalty to all physical trait rolls and Pace.
    • With a raise on the casting roll, the target is Bound, rendering it completely immobilized and Distracted.
    • As an action on its turn, an ensnared victim may attempt an opposed Strength or Athletics roll at –2 to break free. If this escape roll is failed, the chains constrict sharply, inflicting an immediate 2d4 necrotic damage roll against the victim’s Toughness.

Shadowrun (Sixth World Edition)

Shackle of the Transgressor 872

  • Spell Type & Category: Physical Spell, Combat / Manipulation
  • Range: LOS (Line of Sight, up to 10 meters / 30 feet)
  • Duration: Sustained (Up to 1 minute / 20 Combat Rounds)
  • Drain Value: 4S
  • Components / Focus: Inscribed cold-iron ledger, bone stylus, or Force 1+ Manipulation Spell Focus
  • Mechanics & Syntax:
    • As a Major Action, the spellcaster aims the open focus at a visible physical target or manifested astral entity and rolls Sorcery + Magic vs. Reaction + Willpower.
    • With at least 1 net hit, glowing violet bands of mana chains manifest, pinning the target with the Hobbled status and tethering it within 3 meters of the initial impact coordinate.
    • While ensnared, the target suffers a –2 dice pool penalty to all physical combat, defense, and firearms tests.
    • As a Major Action, the target may attempt an Athletics + Strength vs. Caster’s Magic + Net Hits test to break the spectral bonds. A failed attempt causes the chains to constrict with necrotic feedback, inflicting Physical Damage equal to the caster’s net hits directly against the target’s Physical Condition Monitor.

Starfinder (Second Edition)

Shackle of the Transgressor 872 (Spell 1)

  • Traits: Uncommon, Attack, Evocation, Necromancy, Tech, Occult
  • Cast: [Two-Actions] Somatic, Verbal (requires an attuned cold-iron data-tome or tactical necro-focus)
  • Range: 30 feet; Targets: 1 creature or active combat drone within line of sight
  • Duration: 1 minute
  • Mechanics & Syntax:
    • Make a ranged spell attack roll against the target’s Armor Class (AC).
    • Critical Success: The target is Restrained by hard-light spectral chains and tethered to the spot within a 10-foot radius. It takes a –2 circumstance penalty to all physical strike and firearm attack rolls. If the creature fails an Escape check (DC equal to your spell DC), the chains discharge kinetic-necrotic feedback, dealing 2d4 damage.
    • Success: The target is Grabbed and tethered to the location (cannot move more than 10 feet from the impact point). It takes a –1 circumstance penalty to attack rolls. If the creature fails an Escape check (DC equal to your spell DC), it suffers 1d4 necrotic damage.
    • Failure: The hard-light chains miss or discharge into the deck plates, imposing no penalties.
    • Critical Failure: The targeting matrix malfunctions with no effect.

Traveller (Mongoose 2nd Edition)

Psionic Kinetic Shackle 872

  • Talent / Category: Telekinesis / Psionic Field Restraint (Tech Level 15 / Ancient Psionic Relic)
  • Psi Cost: 3 Psi Points
  • Skill Check: Telekinesis (Psi) check (Difficulty: Difficult 10+)
  • Range: 10 meters (approx. 30 feet)
  • Duration: 1 minute (10 combat rounds) or until dismissed
  • Mechanics & Syntax:
    • The psionic operator levels an attuned cold-iron slate or psi-conduit at a moving subject within range, spending a Significant Action to project dense gravitic-telekinetic bands.
    • On a successful check (Effect 0+), the target’s physical movement is locked within a 3-meter radius of the strike point, and the victim suffers a –2 DM penalty to all physical actions, gun combat, and melee skill checks while bound.
    • The target may expend a Significant Action to make an Athletics (Strength) check with a difficulty of Formidable (12+) to tear free. Each failed attempt causes the telekinetic field to snap inward, inflicting 1D6 direct kinetic damage that ignores personal cloth and mesh armor.

Warhammer Fantasy Roleplay (4th Edition)

Shackle of the Transgressor 872

  • Lore / School: Lore of Amethyst (Shyish) / Lore of Metal (Chamon) Hybrid
  • Casting Number (CN): 5
  • Range: 10 yards (approx. 30 feet)
  • Target: 1 Creature
  • Duration: Willpower Bonus in Rounds (Maximum 1 minute)
  • Ingredients: An open cold-iron ledger, an electrum open-eye latch, and powdered silver flux (+1 CN bonus).
  • Mechanics & Syntax:
    • The caster points the open grimoire at a fleeing or hostile target, rolling a Language (Magick) test against the spell’s CN of 5.
    • On a successful cast, ethereal violet chains erupt and strike the victim, inflicting the Entangled (Strength 45) condition. The target cannot move more than 2 yards from the point of impact and takes a –20 penalty to all physical action and Weapon Skill tests.
    • The ensnared victim may spend an action on its turn to attempt an Opposed Strength Test against the spell’s binding Strength of 45 to break free.
    • Each failed attempt to escape causes the Shyish energy to bite into the victim’s flesh, immediately dealing 1d10 + Magick Characteristic Damage (ignoring non-magical Toughness Bonus and non-magical Armour).