Mistwell said:Honestly, given the opportunity, I think my character would use the smaller area more often than the current version. I know that doesn't seem logical, but really the area is TOO big, and I always seem to catch my allies in the spread, or mess up a charging or melee tactic that someone was planning on using, or allow for opponents to escape.
The best thing about an entangled enemy archer is his penalty to Dex.Ridley's Cohort said:Sleep hits the opponents with the most common weakness (Will) and makes them helpless. Entangle attack a strength (Reflex) or makes them harder to kill (an Entangled enemy archer is an archer that has some protection from my meatshields).
This flawed notion of balance is pretty common, but flawed nonetheless.RigaMortus2 said:It's good, but not too powerful due to it being a very situational spell. It is not going to be very effective in dungeons, deserts, on the sea, and in urban areas.
That's rather presumptive.irdeggman said:I can't help but think that too many people took at the pure numbers (at first glance) to see if something is too powerful without looking at it from more perspectives to actually see if it is "balanced". .
Huh.Ridley's Cohort said:Let me put it this way: My Druid would trade Entangle for Sleep in a heartbeat.
Nail said:Huh.
Sleep takes 1 round to cast. Sleep only affects 4 HD of creatures, and they have to be closely spaced to boot. Sleep is useless against plants, undead, constructs, elementals, dragons.....
The sleep spell is often called the "detect HD" spell. There's a reason for that.
What level is your druid that a spell that affects only 4 HD would be useful???
6-8 times where you have time to cast a 1 round spell, the bad guys are tightly grouped, and the sum of opponents HD is less than 4 HD, eh?Ridley's Cohort said:If I had Sleep instead, I am sure I would have found another 6-8 opportunities to cast it usefully.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.