Aquatic Entangle

School transmutation; Level druid 1


Casting Time 1 standard action
Components V, S, DF


Range Long (400 ft. + 40 ft./level)
Area 40 ft. diameter spread
Duration 1 minute/level
Saving Throw Reflex partial; see text; Spell Resistance Yes


This spell is an aquatic version of the druid spell entangle. It calls forth sea grasses and seaweed to snare swimmers and underwater travelers. Small ships can also be caught in the area of effect. 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.

Any ship caught must be smaller than 30 ft. in length, and to escape, the navigator of the vessel must succeed on a successful DC 20 Survival or Navigation skill check (if Navigation exist in your game).

Section 15: Copyright Notice

Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

scroll to top