This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.
Originally posted on D&D tools
Level: Druid 2, Ranger 2, Cleric 3,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Plants in a 20-ft.-radius spread
Duration: 1 minute/level
Saving Throw: Reflex negates; see text
Spell Resistance: No
- Creatures that make their save against this spell are unaffected other than having to move at half speed within the area of affect. If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt to break free from the thorns, or continue to act normally.
- A creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dexterity), but experiences no other effect and takes no damage.
- Anyone entangled in this way loses the entangled condition if they leave the area of the spell. Each round in which a creature remains in the area, it may spend a full round action extricating themselves from the thorns. Doing so allows for a new saving throw.
- If successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell.
- Successfully breaking free in this way is the only thing a character can do that does not cause thorn damage to the character.
- A failed attempt to break free deals the normal 2d6 thorn piercing damage.
- Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of piercing damage from the thorns. A creature that tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.
- The plants provide cover. A creature 5 feet away has cover. Creatures separated by 20 or more feet of briar webs have total cover.