Plants, fungi, plant creatures, and fungus creatures do the
Charm: Against plant creatures and fungus creatures, command
plants functions as a mass charm spell. The character can command
a number of plant creatures whose combined level or HD do not
exceed three times the character's level (or at least one
creature regardless of HD). No two affected creatures can be more
than 30 feet from each other, and each is allowed a Will saving
throw to negate the effect. Spell resistance applies. The effect
lasts 1 day per caster level. This is a charm effect.
Animate: The spell imbues trees or other large, inanimate
vegetable life with mobility. The animated plants then attack
whomever or whatever the character first designates. Animated
plants gain humanlike senses. The plants AC, speed,
attacks, and special abilities vary with their size and form, as
described for animated objects in the Monster Manual. The
character can animate two trees, four shrubs, or eight vines. All
plants to be affected must be within 60 feet of each other. The
character can animate different types of plants if desired (for
example, one tree and four vines or a tree and two shrubs).
Creatures who have the plants in their possession can prevent the
effect with Will saves or spell resistance. The effect lasts 1
hour per caster level.
Entangle: the character imbues all plants within range with
semimobility, which allows them to entwine around creatures in
the area. This duplicates the effect of an entangle spell. Spell
resistance does not keep creatures from being entangled. The
effect lasts 1 hour per caster level.