Crushing Roots

School conjuration (creation) [plant]; Level druid 7, shaman 7


Casting Time 1 standard action
Components V, S


Range close (25 ft. + 5 ft./2 levels)
Targets one creature/3 levels, no two of which can be more than 30 ft. apart
Duration instantaneous, then 1d3+1 rounds
Saving Throw Reflex partial (see text); Spell Resistance no

You conjure massive roots to ensnare and crush your foes. Each creature takes 1d6 bludgeoning damage per two caster levels (max 15d6), is dazed for 1 round by the constricting plants, then wrapped by the roots, entangling them for 1d3+1 rounds (though they can still move). A successful saving throw halves the damage, negates the dazing effect, and halves the duration of the entanglement.

A creature entangled by the roots must make a Reflex save at the start of its turn each round it is entangled or take a further 4d6 bludgeoning damage as the plant matter continues to crush it. Succeeding on this Reflex save negates the damage for that round only. An entangled creature can attempt to break free as a standard action by making a Strength or Escape Artist check: the DC of this check is equal to the DC of this spell + 5. If they succeed they escape the roots, ending the spell for that target only.

Section 15: Copyright Notice

Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore

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