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.
Spells similar to Tether Essence
Aid 2nd-level abjuration
Both spells support multiple creatures with a long-lasting defensive boost, which makes them useful before a dangerous encounter.
Beacon of Hope 3rd-level abjuration
Like Tether Essence, it leans hard into improving healing over a sustained fight and works best when the party plans around recovery.
Mass Cure Wounds 5th-level abjuration
This is another high-level healing spell aimed at several creatures at once, though it restores health directly instead of linking it.
Warding Bond 2nd-level abjuration
It also creates a protective link between creatures, and one creature taking harm can affect the other.
Alustriel's Mooncloak 5th-level abjuration
It shares the idea of protecting a group while healing them over time, with a similarly support-focused feel.