Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Drd 1, Plant 1, Rgr 1
V, S, DF
1 standard action
Long (400 ft. + 40 ft./level)
Plants in a 40-ft.-radius spread
1 min./level (D)
Reflex partial; see text
Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
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The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
, 05-20-2007 at 01:13 AM|
Last edited by , 10-23-2011 at 12:00 PM
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