Primitive Screwhead
First Post
Out of the Blue..
So here I sit, waiting for the meds to kick a cold down to the point I can go back to sleep...
I had a thought on the subject that would make the spell more interesting and useful.. and a lot easier to adjudicate
With this version, the spell is easily ruled on, limited in usefulness, and provides a minor tactical advantage for the Druid's party.
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As to Ver 1... I was using Ogrork's comment in the other thread for the DC's, but I agree with your thoughts on the weeds...A bit of modification done
So here I sit, waiting for the meds to kick a cold down to the point I can go back to sleep...
I had a thought on the subject that would make the spell more interesting and useful.. and a lot easier to adjudicate

Add Woodland Stride quality to the Animal Companion and the creatures brought in by the SNA spell. The druid already picks this ablity up at level 2, and the Ranger gets it at level 7.Lesser Plant Growth said:Transmutation
Level: Drd 1, Plant 1, Rgr1
Components: V, S, DF
Casting Time: 1 standard action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Entangle has different effects depending on the version chosen.
. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within range {Spread of 30 feet + 5 feet per caster level, centered on the caster. You may designate places within the area that are not affected.} to become thick and overgrown. The plants entwine to form light underbrush, imposing a x2 modifer to movement. The area must have brush and trees in it for this spell to take effect.
Creatures in the area when the plants grow become entangled and must break free using a move action for a STR check or Escape Artist check {DC of 15}. Use of a slashing weapon provides a +2 bonus to this check.
A Ref save vs the spell negates this entangling effect.
. Enrichment: This effect targets plants within a range of one-half mile, returning their potential productivity to normal following a drought or other natural condition.
With this version, the spell is easily ruled on, limited in usefulness, and provides a minor tactical advantage for the Druid's party.
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As to Ver 1... I was using Ogrork's comment in the other thread for the DC's, but I agree with your thoughts on the weeds...A bit of modification done

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