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Level: Drd 1, Rgr 1
Innate Level: 1
Component(s): V, S
Casting Time: 1 action
Range: Long
Target: Area: Plants in a large area about target
Duration: 2 turns + 1 turn / 5 levels
Counter(s): Freedom of Movement
Saving Throw: Reflex (see text)
Spell Resistance: No
Metamagic: Extend, Quicken, Silent, Still
Energy Substitution: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast. An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell. An entangled creature can break free and move half normal speed by using a "full-round action" to make a Strength check or a Tumble check (DC 20 + Plant Strength). Note if the target is targeting another object then it will not try to break free (this is done to simulate a full-round action). The type of plants in the area may change the dexterity and strength of the animated plants thus effecting the DC for the saving throw and breaking free. Since this spell only animates plants that are already about it will only work in natural areas. A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half speed through the area. Each round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.