School transmutation; Level druid 1, ranger 1 CASTING
Casting Time 1 standard action EFFECT
Range long (400 ft. + 40 ft./level) |
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Quick Summary
Area is Difficult Terrain (all squares count as 2 for movement).
Creatures in area make a Reflex save.
- Fail = entangled
- Success = may move as normal
Any who enter the area make Reflex save immediately.
- Fail = entangled and movement ends.
- Success = may move normally
Any who remain in the area at end of casters turn must save again.
Can attempt to break free as a move action by making Strength or Escape Artist check vs. DC of the spell.
Entangled Condition Summary
- Move at half speed
- Cannot run or charge
- –2 penalty on all attack rolls
- –4 penalty to Dexterity.
- Must make a concentration check (DC 15 + spell level) to cast a spell (or lose the spell).