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Kelp Snare

brown kelp, tidal, beach, Kelp Snare

When cast underwater, this spell causes the surrounding plant life to animate and entangle all creatures within range.

The Lore of the Gods

Book One: The Greek Gods

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler

Art Director Todd Morasch Artwork Aaron D. Siddal

Transmutation

Level: Cleric 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100ft. + 10ft. / level)
Area: Plants within 15ft. radius of center point.
Duration: 1 minute/ level
Saving Throw: Reflex (see text)
Spell Resistance: No

However, when cast on the surface, seaweed and kelp magically sprout and grow from the surface, entangling those within range. Any creature within range must make a Reflex save in order not to get entangled. If the save is successful the creature is not entangled but still may only move at half speed through the area.

Those creatures that become entangled suffer a -2 penalty to attack rolls and -4 penalty to effective Dexterity and cannot move. Such creatures attempting to cast spells must make a Concentration check (DC15) or lose the spell. And those entangled may attempt to break free by using a full round action and either make a Strength check or an Escape Artist check (DC20).

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