The Traveler's Guide to Aellorah
2-level Conjuration
You create chains made from your blood, dealing 1d6 necrotic damage to yourself, and lash them towards a creature within 15 ft. in an attempt to restrain them. Target creature must succeed on a Dexterity saving throw or become restrained. The chains prevent teleportation. The target creature can make a Strength (Athletics) skill check using your spell save DC as an action on their turn to attempt to break free of the chains.
Plasma Enhancement: You can expend 3 Plasma to strengthen the chains, doubling your proficiency bonus for the spell save DC required to break free.
When you cast this spell using a spell slot of 3rd-level or higher, the range of the attack increases by 5 ft. for each spell slot above 2nd.