The character can animate a nonliving ropelike object,
including string, yarn, cord, line, rope, or even a cable. The
maximum length assumes a rope with a 1-inch diameter. Reduce the
total length by 50% for every additional inch of thickness, and
increase the length by 50% for each reduction of the rope's width
by half. The possible commands are "Coil" (form a neat,
coiled stack), "Coil and knot," "Loop,"
"Loop and knot," "Tie and knot," and the
opposites of all of the above ("Uncoil," etc.). One
command can be given each round as a standard action.
The rope can enwrap only a creature or an object within 1 foot
of it-it does not snake outward-so it must be thrown near the
intended target. Doing so requires a successful ranged touch
attack roll. The rope has a range increment of 10 feet. A typical
rope has 2 hit points, AC 10, and can be burst with a Strength
check (DC 23). The rope does not deal damage of any type, but it
can be used as a trip line or to entangle a single opponent who
fails a Reflex saving throw. An entangled creature suffers a -2
penalty to attack rolls and a -4 penalty to effective Dexterity.
If the rope can anchor itself to an immobile object, the
entangled creature cannot move. Otherwise, it can move at half
speed but can't run or charge. A creature capable of spellcasting
that is bound by this spell must make a Concentration check (DC
15) to cast a spell. An entangled creature can slip free with an
Escape Artist check (DC 20).
The rope itself, and any knots tied in it, are not magical.
This spell grants a +2 bonus to any Use Rope checks the
character makes when using the transmuted rope.