Display: material, visual
Manifesting Time: 1 standard action
You use telekinetic force to manipulate matter in the affected area, including wood, metal, grasses, bushes, and even trees, to entwine creatures in the affected area or those that enter the area, causing them to become entangled. The individual pieces of matter affected must weigh less than 25 lbs each and either cannot be permanently affixed or must be able to sufficiently reach creatures within the area. Affected creatures can break free and move half their 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 you concentrate, you may once again direct the debris to attempt to entangle all creatures that have avoided or escaped entanglement.
Augment: This power may be augmented in one or more of the following ways.
1. For each additional 2 power points spent, this power can affect an area 5 ft. larger in radius.
2. By spending an additional 4 power points, this power causes 2d6 points of damage per round to creatures that failed their Reflex save.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.