Like before, comments are appreciated. Enjoy!
Cable of Grabbing, Advanced
Duration: 1 turn
This device is a step up from the first level version, as this can hold normal animals for the duration, up to 400 lbs. It is key wound, spiked to the ground and, when activated, springs a set of synchronized, articulated coils that capture the creature and lock into place. The beast is unable to move, though it can growl, roar or whatever.
Key wound device, this can set to go off within 2 to 6 rounds (20 seconds to a minute) It produces a vertical column of flame 20' high and 5' in diameter, dealing 4d8 fire damage. Save vs. spells for half damage. The device can be set in place or thrown/ rolled/slid etc.
Duration: 10 rounds per level
Once the mechanism has been wound and activated, it can attract a bolt of lightning that deals 2d8, +1d8 per level of the tinker who created it. The device must be driven securely into the ground, outdoors and in a stormy area. The target, who must be within 10' of the rod, may attempt to save vs. spells for half damage. The rod can attract lightning once every 10 rounds