Entangle - A Little Too Strong For A 1st Level Spell?

Is Entangle Too Strong To Be A 1st Level Spell?

  • Yes

    Votes: 57 40.4%
  • No

    Votes: 69 48.9%
  • I Don't Know

    Votes: 15 10.6%

It's one of the strongest 1st level spells around. IMHO nothing should be stronger than entangle or magic missile... because they're just plain the best.

But too strong? Perhaps. It is fairly situational, and easy enough to get around (when you can fly).

Tangent: It's the perfect spell for a scroll, given that you generally don't care about more than 10 rounds. :)

Cheers, -- N

PS: I voted "I don't know".
 

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I find that spell so annoying... so... so... so... annoying.

"Oh hey, so which of these baddies made the save... he made the save? alright... he can move at half speed or whatever, he didn't? oh well let's try again... let's do this process for about 10 dudes, and you have yourself quite a headache... screw entangle as far as my DMing experience goes.
 

Nail said:
????



Only once? Not so much...... :D

Oops, my bad.

Still it is a 40 radius so only moving half speed gives at most 2 required saving throws (for a 30 speed character) most of the time you can get out in a single round (the same round it was cast if you made your saving throw.
 

QuaziquestGM said:
I like it. It seems perfectly reasonible to have one spell in the druid arsonal that makes everyone think long and hard before going after a druid in the woods.

The fact that it's a druid spell is one of the reasons I don't like it. Druids spells are supposed to be less powerful than a wizards, not more powerful. That's why druids get Wildshape, animal companions, better BAB, and all that good stuff.

Also, if it was only usable in the wood (with dense growth), it would fit that image well. But it works anywhere.
 

When I've seen the spell in play, it's true that bad guys that make their Ref save can often get out that same round. Often, but not always, of course. (Most bad guys, after all, are probably near one edge of the radius, meaning that they are within a full-round half-speed move of the edge.) Even if they escape, they've used up an entire round to do so.

But consider the usual DC of Entangle (Ref DC 14 is not uncommon), and the Ref saves of the typical low level bad guy (+0 to +2). That means this spell can immobilize 55% to 65% of CR-appropriate opponents. Given the Str check necessary, that means several rounds stuck.

In play, that means that the druid's party (either the PCs, or - horrible but true - the NPC bad guys) can divide and conquer. They get to focus their attacks on the few opponents that are outside of the Entangle.
 
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Deset Gled said:
Also, if it was only usable in the wood (with dense growth), it would fit that image well. But it works anywhere.

Anywhere with plenty of plants. So not so helpful in, say, a dungeon. And it's got this neat little thing built into it:

Entangle Spell said:
Note: The DM may alter the effects of the spell somewhat, based on the nature of the entagling plants.

Edit - I'd honestly like to see the DC for the Escape Artist and Strength checks be based off of the spell save DC rather than a flat number.
 

IcyCool said:
Edit - I'd honestly like to see the DC for the Escape Artist and Strength checks be based off of the spell save DC rather than a flat number.
This would go a long way towards balancing the spell.....and making it easier to remember in play!
 

IcyCool said:
Edit - I'd honestly like to see the DC for the Escape Artist and Strength checks be based off of the spell save DC rather than a flat number.

Nerf it at low level, make it strong at high level. I like it!

Cheers, -- N
 


Nail said:
This would go a long way towards balancing the spell.....and making it easier to remember in play!

I don't like static DC's in the spells. I'd like to see all of them go this way, personally.
 

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