Spells (3e)

NameEntangle
Subschool
Descriptors
LevelDrd 1, Plant 1, Rgr 1
ComponentsV, S, DF
CastingTime1 action
RangeLong (400 ft. + 40 ft./level)
Target
Effect
AreaPlants in a 40-ft.-radius spread
Duration1 minute/level
SavingThrowReflex (see text)
SpellResistanceNo
Description

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast. An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell. She can break free and move half her normal speed by using a full-round action to make a Strength check or an Escape Artist check (DC 20). A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half speed through the area. Each round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.

BaseSpell
XPCost
Focus
MaterialComponents
BlurbPlants entangle everyone in 40-ft.-radius circle.
id154
SchoolTransmutation