Magic:Entangle: Difference between revisions
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(Caps, target: large, updated description.) |
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|Innate Level= 1 | |Innate Level= 1 | ||
|Components= V, S | |Components= V, S | ||
|Casting Time= 1 | |Casting Time= 1 Action | ||
|Range= Long | |Range= Long | ||
|Target= | |Target= Large | ||
|Duration= 2 Minutes + 1 Minute/5 | |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) | ||
| Line 19: | Line 19: | ||
|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 | |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 5 x 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 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. Every round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement. | |||
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Revision as of 01:56, 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 5 x 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 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. Every round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.