Arcane Shock (Doesn't the restrained portion prevent you from casting spells)?

Level 4
1 week ago (edited)

Arcane Shock:

You overcharge your mana and become restrained until the end of your turn. However, when you cast an attack spell, your damage is always aboce average. In return you make a CON saving throw DC14 and take 2d6 phsychic damage if you fail.

5e restrained:

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
  • The creature has disadvantage on Dexterity Saving Throws.

Solasta patch notes:

  • Basic (Default): Restrained now prevents you from casting spells with Somatic components. 

By reading this I understand the following if I use Arcane Shock, I can not use any damage spells with it. All damage spells require a semantic component. I also have a disadvantage in attack rolls (way less likely to hit the target) for the spells that require ranged attack, and I may take 2d6 damage on top of it because why not.

Don't all attack spells have semantic components you would want to use Arcane shock for? Can someone confirm this. I am trying to plan my level 8 feat/ability around if this is worth using or not. If it's just you can't move while casting a spell for a turn, then it's a easy win; however, that doesn't follow anything I am reading.

Can anyone confirm if you have a disadvantage from your spell attack roles?

Level 4
1 week ago

You can change the settings to ignore spell components ( all or some), but I believe this may have been an oversight when they designed the ability and then  decided to homebrew spellcasting restriction afterwards.