Tether Essence
2014 Rules
- Level & School
- 7th-level necromancy
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
- Duration
- Concentration, 1 hour
- Classes
- Wizard
- Source
- Explorer's Guide to Wildemount
Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Tether Essence 5.5e 2024 vs. 5e 2014 edition differences
Tether Essence is currently only available in the 2014 edition.
How popular is Tether Essence in 5e?
Tether Essence is the #34 most popular level 7 spell (of 34) and the #21 most picked level 7 Wizard spell (of 27).
Among level 7 spells, Tether Essence ranks just below Create Magen in popularity.
- #576 (of 580) most popular 5e spell
- #34 (of 34) most popular level 7 spell
- #21 (of 27) most picked level 7 Wizard spell
Read about how this popularity data is calculated and see Tether Essence visualized with all 5e spells.
Spells similar to Tether Essence
Conjure Celestial 7th-level conjuration
At the same level, it combines ongoing battlefield damage with healing and affects multiple creatures while requiring concentration.
Players prefer Conjure Celestial over Tether Essence
Vampiric Touch 3rd-level necromancy
Its sustained necromantic damage is paired with healing, creating a similar tradeoff between hurting enemies and replenishing hit points.
Players prefer Vampiric Touch over Tether Essence
Warding Bond 2nd-level abjuration
Both spells connect two creatures so that harm to one is also suffered by the other, though this version lasts longer and can also duplicate healing.
Players prefer Tether Essence over Warding Bond
Simbul's Synostodweomer 7th-level transmutation
This wizard seventh-level spell provides substantial healing over an extended duration, matching the target's high-level protective and restorative purpose.
Players prefer Tether Essence over Simbul's Synostodweomer
Enervation 5th-level necromancy
A concentration-based wizard necromancy spell that deals ongoing damage while restoring the caster's health shares the target's offensive and restorative theme.
Players prefer Tether Essence over Enervation
Life Transference 3rd-level necromancy
This wizard necromancy spell also turns one creature's health into healing for another, making it a close match for the target's shared health exchange.
Players prefer Tether Essence over Life Transference