Courses / BI / Entangle
Entangle
Qualifies For:
Level:
1
Study DC:
9
Code:
BI 145
Entangle Spell
Time:
Action
Range:
Within 300 ft. of you, and within 30 ft. of the ground or plant matter
Target:
1 target
Cost:
-1d10 Control
Defense:
Health (reflex) save halves damage and reduces, test of skill escapes
Duration:
Until the target escapes
Vines or roots rapidly grow or move to try to ensnare the target.
This spell does not affect incorporeal targets.
The target must be within 30 ft. of the ground, wood, or another source of plant matter for this spell to reach them. (Bringing a wooden staff might be wise).
The target gets a health (reflex) save.
Fail:
The target takes 1d4 earth damage.
Intensify: +1d4 earth damage per boost from Intensify.
The target is restrained.
Restrained:
You are immobilized.
You have disadvantage on rolls to hit.
You are off guard (rolls to hit you have advantage).
The target may spend their move or action to try a DC 10 test of Strength or Roguery to free themselves.
An adjacent ally may spend their action to try their own DC 10 test of Strength or Roguery to free the target.
The target may also be freed by inflicting 50 total damage to the roots or vines entangling them. The roots or vines have 10 AC and are weak to slashing and fire damage.
Pass:
The target takes half as much damage,
and moving 5 ft. costs the target an extra 5 ft. of movement until the end of its turn.
Each Entangle beyond the first restraining a target increases the DC of the test to escape by 1. However, passing the test to escape will escape all Entangle spells.
Alternatively, you may use Entangle to rapidly grow, bend, or manipulate roots, vines, wood, or other vegetation, to an extent limited by this spell’s range.
For example, you can cast Entangle on an entangled creature to free them,
or to try a contest of Spellcraft against a target’s Strength to grab them with vegetation and pull them a distance based on their size if you win (Medium: up to 15 ft., Larger: -5 ft. per size, Smaller: +5 ft. per size.),
or to root yourself to the ground, immobilizing yourself and allowing you to contest any attempt to move you an additional time with a test of Spellcraft,
or if you begin falling near a vine, you may make it grow towards your hand to catch yourself,
or you can create or open a wall made of a twisted gnarl of roots up to 5 ft. wide, long, and tall.
This spell does not affect incorporeal targets.
The target must be within 30 ft. of the ground, wood, or another source of plant matter for this spell to reach them. (Bringing a wooden staff might be wise).
The target gets a health (reflex) save.
Fail:
The target takes 1d4 earth damage.
Intensify: +1d4 earth damage per boost from Intensify.
The target is restrained.
Restrained:
You are immobilized.
You have disadvantage on rolls to hit.
You are off guard (rolls to hit you have advantage).
The target may spend their move or action to try a DC 10 test of Strength or Roguery to free themselves.
An adjacent ally may spend their action to try their own DC 10 test of Strength or Roguery to free the target.
The target may also be freed by inflicting 50 total damage to the roots or vines entangling them. The roots or vines have 10 AC and are weak to slashing and fire damage.
Pass:
The target takes half as much damage,
and moving 5 ft. costs the target an extra 5 ft. of movement until the end of its turn.
Each Entangle beyond the first restraining a target increases the DC of the test to escape by 1. However, passing the test to escape will escape all Entangle spells.
Alternatively, you may use Entangle to rapidly grow, bend, or manipulate roots, vines, wood, or other vegetation, to an extent limited by this spell’s range.
For example, you can cast Entangle on an entangled creature to free them,
or to try a contest of Spellcraft against a target’s Strength to grab them with vegetation and pull them a distance based on their size if you win (Medium: up to 15 ft., Larger: -5 ft. per size, Smaller: +5 ft. per size.),
or to root yourself to the ground, immobilizing yourself and allowing you to contest any attempt to move you an additional time with a test of Spellcraft,
or if you begin falling near a vine, you may make it grow towards your hand to catch yourself,
or you can create or open a wall made of a twisted gnarl of roots up to 5 ft. wide, long, and tall.
“Hold still.”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 10 | You can cast Entangle 1d4 earth damage DC 7 save Restrain target DC 10 escape |
|
DC +2 | 5 | Unlock | DC 9 save |
DC +4 | 5 | DC +2 | DC 11 save |
DC +6 | 5 | DC +4 | DC 13 save |
DC +8 | 5 | DC +6 | DC 15 save |
DC +10 | 5 | DC +8 | DC 17 save |
Extra Credit
Range +30
Effort: 5
Requires: Unlock
Your Entangle can reach up to 60 ft. from the ground, wood, or nearest source of vegetation.
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