Evard's Black Tentacles NEW QUESTION post #5!

Aluvial

Explorer
Does the Evard's Black Tentacles spell Trip or Pin opponents?

If someone is currently grappled by the spell, and then breaks the grapple, can they move away without another check, or do they they have to make a second opposed grapple to move?

Any other insights on this spell and its use?

What about harming it? It says its immune to all damage. That's different than previous versions, does only a Dispel Magic work?

Aluvial
 
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Aluvial said:
Does the Evard's Black Tentacles spell Trip or Pin opponents?

If someone is currently grappled by the spell, and then breaks the grapple, can they move away without another check, or do they they have to make a second opposed grapple to move?

Any other insights on this spell and its use?

What about harming it? It says its immune to all damage. That's different than previous versions, does only a Dispel Magic work?

Aluvial

As I read the new version, you can't damage the tentacles, so only a dispell magic will get rid of them (I think they can be dismissed). Also note that small characters can no longer walk through the field of tentacles without being grappled.

AS for escaping -- escaping with a normal grapple check takes the place of an attack (using escape artist is a standard action instead of an attack). So if you successfully escape, you should be able to move out of the field of tentacles -- at half speed, of course.

-john
 

Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

Material Component: A piece of tentacle from a giant octopus or a giant squid.
 

The spell can not pin, trip or do any other special attacks or maneuvers.

During your turn, they do the following:

1.) Try to grapple any creature in the area of effect (grapple DC d20 + * + caster level) that is not grappled (friend or foe). No touch attack is required.

2.) Damage any creature that is already grappled by winning a grapple check. This damage is d6+4.

A character may try to escape from the grapple normally: via winning a grapple check or by using escape artist. Once they escape, they can move at half speed. If they remain in the area of effect during your next turn, the spell will try to grapple them again.

The tentacles are immune to damage, but may be removed with dispel magic or suppressed with antimagic shell.

Note that a surface is required to cast the tentacles. This could be a liquid or solid surface, but it can not be cast in the 3 dimensional middle of a body of liquid or gas.

The tentacles are 10' long, so anything flying more than 10' off the floor is effectively immune.

The victims of the spell are grappled. Rememeber everything that goes along with being grappled (no dex to AC, etc ...) I've seen an arcane trickster put this spell to great use.
 

jgsugden said:
The spell can not pin, trip or do any other special attacks or maneuvers.

During your turn, they do the following:

1.) Try to grapple any creature in the area of effect (grapple DC d20 + * + caster level) that is not grappled (friend or foe). No touch attack is required.

2.) Damage any creature that is already grappled by winning a grapple check. This damage is d6+4.

A character may try to escape from the grapple normally: via winning a grapple check or by using escape artist. Once they escape, they can move at half speed. If they remain in the area of effect during your next turn, the spell will try to grapple them again.

The tentacles are immune to damage, but may be removed with dispel magic or suppressed with antimagic shell.

Note that a surface is required to cast the tentacles. This could be a liquid or solid surface, but it can not be cast in the 3 dimensional middle of a body of liquid or gas.

The tentacles are 10' long, so anything flying more than 10' off the floor is effectively immune.

The victims of the spell are grappled. Rememeber everything that goes along with being grappled (no dex to AC, etc ...) I've seen an arcane trickster put this spell to great use.

So, does the spell automatically effect, i.e., make a grapple check, when it's cast on creatures in its AoE, or does it only make a check when you enter or start your turn in them, or all three?

Aluvial
 

Another nasty trick to do with this (my BBEG used it last time)

Black Tentacles followed up by Cloudkill. Have you seen cloudkill in 3.5e? MUCH nastier. 1d4 CON damage each round (or worse for low hd creatures) and a Fort ST just to halve the CON damage. Not nice if you are being grappled and held within the cloud. Heh Heh.

And I've have got them all too, if it wasn't for that meddling kid and her dimension door...
 

Aluvial said:
So, does the spell automatically effect, i.e., make a grapple check, when it's cast on creatures in its AoE, or does it only make a check when you enter or start your turn in them, or all three?

Aluvial

When the spell is cast, everyone in the area must save.
Any creature that enters the area of the spell must make a save or be grappled.
On your turn, any creatures in the area that are not grappled have to resist or be grappled.
If you are not grappled and in the area of the spell, you can move within/out of the area of the spell at half speed on your turn.
 

Plane Sailing said:
Another nasty trick to do with this (my BBEG used it last time)

Black Tentacles followed up by Cloudkill. Have you seen cloudkill in 3.5e? MUCH nastier. 1d4 CON damage each round (or worse for low hd creatures) and a Fort ST just to halve the CON damage. Not nice if you are being grappled and held within the cloud. Heh Heh.

And I've have got them all too, if it wasn't for that meddling kid and her dimension door...
Yeah, cloudkill is very nasty. I personally like to cast cloudkill and then follow it up with an otiluke's resilinet sphere. I also made friends with my PCs by having a pair of spellcasting enemies surpise the PCs by casting cloudkill and wall of stone while the PCs were in a dead end ...

Other good combos with cloudkill: Solid Fog, Confusion, Hold X spells, Illusions, Entangle
 

I think Evards Tentacles are way too strong... I'm the groups barbarian and I couldn't get free with a lot of STR !

The grapple check is way to high ! No SR ! At least in the old version you could fight your way out. This 3.5 version requires a Dispel Magic or the group gets killed by whatever cast the spell. Its a TPK 4th lvl spell !
 

Rashak Mani said:
I think Evards Tentacles are way too strong... I'm the groups barbarian and I couldn't get free with a lot of STR !

The grapple check is way to high ! No SR ! At least in the old version you could fight your way out. This 3.5 version requires a Dispel Magic or the group gets killed by whatever cast the spell. Its a TPK 4th lvl spell !

Come on, its not that bad!

When I cast it on the party the Paladin and Ranger made their initial grapple checks and moved out straight away. Everyone else got grappled but someone managed to cast stoneskin on himself so he could ignore the grapple damage, the wizard dimensioned door-ed away with two other compatriots and the last character managed to escape after three rounds of grappling.

Sure, if everyone rolls really badly then it could cause a TPK, but you can get out via opposed grapple checks or escape artist, by freedom of movement (4th level spell), by dimension door (4th level spell). Spells like Enlarge will help with escaping (more strength, +4 size bonus). The old version could be completely annihilated by a fighter with great cleave or whirlwind attack :(

Cheers
 

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