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Entangle

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

entangled, amarbel, dodder climber, Entangle

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.

Transmutation

Level Druid 1, Plant 1, Ranger 1
Components V, S, DF
Casting Time 1 standard action
Range Long (400 ft. + 40 ft./level)
Area Plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text
Spell Resistance No

The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Note The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

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