Primitive Screwhead
First Post
Need some help with this. I have two druids in my current campaign and the thread over on the Rules Forum got me thinking the spell needed clarification in order to avoid arguments later in the game.
So, if I can get some feedback to improve these thought before I hit may players with it...
HR version: Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even tree branches wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled and anchored by the plants. If the creature succeeds at a REF save vs the spell, they are not entangled but still face hampered movement. The creature can break free as a standard action with a Strength check or a Escape Artist check against a DC based on the type of plant that is entangling them {see table below}. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Each affected square is treated as if having an obstacle which requires 5' of movement to clear.
Individual plants and squares of terrain gain special properties.
Creatures can destroy the plants within a square by attacking, preferably with fire or slashing weapons.
Entangling Plants: All Entangling plants have Vulnerablity to Fire and are not affected by damage from Bludgening or Piercing weapons.
· Massive Trees: { These trees are too large to be affected by the spell.}
· Trees: AC 4, HP 150, hardness 5, Height 35, DC 20
· Thicket: AC 5, HP 40, DC 20, restricts movement to 5' per round
· Heavy Underbrush: AC 2, HP 20, DC 20, X4 multiplier to movement
· Light Underbrush: AC 2, HP 10, DC 15, X2 multiplier to movement
· Grass/Weeds/etc: AC 2, HP 5, DC 10
Comments: Use of this spell requires that the terrain layout is done properly in advance for encounters. The DMG has rudimentary rules for this.
Other versions, of which I have no idea where to put into the spell levels..
{edited out for clarity...}
Thanks for helping me out!
So, if I can get some feedback to improve these thought before I hit may players with it...

HR version: Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even tree branches wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled and anchored by the plants. If the creature succeeds at a REF save vs the spell, they are not entangled but still face hampered movement. The creature can break free as a standard action with a Strength check or a Escape Artist check against a DC based on the type of plant that is entangling them {see table below}. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Each affected square is treated as if having an obstacle which requires 5' of movement to clear.
Individual plants and squares of terrain gain special properties.
Creatures can destroy the plants within a square by attacking, preferably with fire or slashing weapons.
Entangling Plants: All Entangling plants have Vulnerablity to Fire and are not affected by damage from Bludgening or Piercing weapons.
· Massive Trees: { These trees are too large to be affected by the spell.}
· Trees: AC 4, HP 150, hardness 5, Height 35, DC 20
· Thicket: AC 5, HP 40, DC 20, restricts movement to 5' per round
· Heavy Underbrush: AC 2, HP 20, DC 20, X4 multiplier to movement
· Light Underbrush: AC 2, HP 10, DC 15, X2 multiplier to movement
· Grass/Weeds/etc: AC 2, HP 5, DC 10
Comments: Use of this spell requires that the terrain layout is done properly in advance for encounters. The DMG has rudimentary rules for this.
Other versions, of which I have no idea where to put into the spell levels..
{edited out for clarity...}
Thanks for helping me out!

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