Magic:Entangle: Difference between revisions

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|Innate Level= 1
|Innate Level= 1
|Components= V, S
|Components= V, S
|Casting Time= 1 action
|Casting Time= 1 Action
|Range= Long
|Range= Long
|Target= Area: Plants in a large area about target
|Target= Large
|Duration= 2 turns + 1 turn / 5 levels
|Duration= 2 Minutes + 1 Minute/5 Levels
|Counters= [[Magic:Freedom of Movement|Freedom of Movement]]
|Counters= [[Magic:Freedom of Movement|Freedom of Movement]]
|Saving Throw= Reflex (see text)
|Saving Throw= Reflex (see text)
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|Metamagic=Extend, Quicken, Silent, Still
|Metamagic=Extend, Quicken, Silent, Still
|Energy Substitution=No
|Energy Substitution=No
|Description=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.
|Description=Grasses, roots, weeds, bushes, and even trees wrap, twist, and entwine about creatures within the area. Movement in the area of effect is reduced by 50%.
 
Any creature that fails a reflex save is entangled. An entangled creature suffers a –2 penalty to attack rolls, their Dexterity is reduced to 3, and they can’t move. They must also make a DC 15 Concentration check. If they fail, a Spell Failure effect is applied, equal to 5x the amount they failed the roll by.  
 
An entangled creature can break free by using a "full-round action" to make a Strength check or a Tumble check, whichever is higher (DC 20 + Plant Strength).  
* If the entangled creature 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 affecting 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. Every round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.
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Latest revision as of 02:01, 14 October 2025

Transmutation
Level: Drd 1, Rgr 1
Innate Level: 1
Component(s): V, S
Casting Time: 1 Action
Range: Long
Target: Large
Duration: 2 Minutes + 1 Minute/5 Levels
Counter(s): Freedom of Movement
Saving Throw: Reflex (see text)
Spell Resistance: No
Metamagic: Extend, Quicken, Silent, Still
Energy Substitution: No

Grasses, roots, weeds, bushes, and even trees wrap, twist, and entwine about creatures within the area. Movement in the area of effect is reduced by 50%.

Any creature that fails a reflex save is entangled. An entangled creature suffers a –2 penalty to attack rolls, their Dexterity is reduced to 3, and they can’t move. They must also make a DC 15 Concentration check. If they fail, a Spell Failure effect is applied, equal to 5x the amount they failed the roll by.

An entangled creature can break free by using a "full-round action" to make a Strength check or a Tumble check, whichever is higher (DC 20 + Plant Strength).

  • If the entangled creature 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 affecting 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. Every round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.