Difference between revisions of "Entangle (spell)"

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No one within the circle affected by the spell can concentrate or cast magic; magic that has been cast but not discharged will be ruined by the spell.  This is due to the constant movement of the vines as they seek to ensnarl and knot around their victims.
  
 
Each hex affected by entangle requires 2 AP to escape, so that a creature failing its saving throw will require 2 '''full rounds''' to flee one hex.  A creature that's made its saving throw, on the other hand, can try to rush for the edge.  However, if a "free" creature has not escaped the area of effect by the end of its turn, it must make '''another''' saving throw, or be properly ensnared.
 
Each hex affected by entangle requires 2 AP to escape, so that a creature failing its saving throw will require 2 '''full rounds''' to flee one hex.  A creature that's made its saving throw, on the other hand, can try to rush for the edge.  However, if a "free" creature has not escaped the area of effect by the end of its turn, it must make '''another''' saving throw, or be properly ensnared.
  
: '''For example''', Harold has an ordinary movement of 4 AP and is entangled.  He makes his saving throw, but he's three full hexes from the edge.  Using his full AP, he's able to move two hexes towards the edge — but this isn't enough to get out of the circle.  He makes another saving throw, failing.  Now, though he's but one hex away from the edge, it takes two more rounds for him to get free.
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'''For example''', Harold has an ordinary movement of 4 AP and is entangled.  He makes his saving throw, but he's three full hexes from the edge.  Using his full AP, he's able to move two hexes towards the edge — but this isn't enough to get out of the circle.  He makes another saving throw, failing.  Now, though he's but one hex away from the edge, it takes two more rounds for him to get free.
  
 
==== Attacking Into the Circle ====
 
==== Attacking Into the Circle ====
The caster alone is unaffected by the spell's magic; anyone else, friend or foe, must be careful not to enter the circle or else they might also get caught.  Defenders may potentially be forced into the circle by magic or through being [[Stun Lock|stunned]].  The caster can dispel the whole circle at any time, if this is needed.  Outsiders attacking the circle's edge with hand-to-hand [[Weapons List|weapons]] must make save or they will be pulled in, '''even if this is a hex occupied by an enemy'''.  Therefore the only safe attacks into the circle are with [[Missile Weapons|missile weapons]].
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The caster alone is unaffected by the spell's magic; anyone else, friend or foe, must be careful not to enter the circle or else they might also get caught.  Defenders may potentially be forced into the circle by magic or through being [[Stun Lock|stunned]].  The caster can dispel the whole circle at any time, if this is needed.  Outsiders [[Attacking in Combat|attacking]] the circle's edge with hand-to-hand [[Weapons List|weapons]] must make save or they will be pulled in, '''even if this is a hex occupied by an enemy'''.  Therefore the only safe attacks into the circle are with [[Missile Weapons|missile weapons]].
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Victims of the circle are not [[Helpless Defenders|helpless defenders]].  However, they are vulnerable due to their ensnaring, so that all attacks against them are made at +4.  If a victim uses their action point to swing a fist or a weapon, they will have had to successfully pulled a weapon (and therefore an arm) free; there is therefore no penalty against their attacks.
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==== Cutting Others Free ====
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As stated, anyone who reaches towards the circle must make a saving throw.  For those who succeed in their save, however, if they have a sharp-edge weapon or tool in hand, they can use their move to cut an ally free.  If the saving character makes no other moves, they may add 2 action points to '''one''' adjacent creature's movement '''that round''' by making a successful [[Ability Checks|dexterity check]].
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See [[Entangled and Snarled Weapons]]
  
Victims of the circle are not [[Helpless Defenders|helpless defenders]].  However, they are vulnerable to attacks,
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[[Category: Druidical Spells]]

Latest revision as of 18:28, 17 August 2023

Entangle (spell).jpg

Entangle causes living plants to move, swiftly entwining and knotting around creatures within the area of effect, binding and restraining them from taking actions. Those attacked are permitted a saving throw vs. magic; if this fails, caught individuals will be limited in movement to 1 action point (AP) per round; they may move at no better than stride-1. Those who make their save are entitled to their full movement.

Entangle
Range 50 ft.
Duration 2 rounds per level
Area of Effect 40 ft. diameter circle
Casting Time 1 round
Saving Throw improved movement; see text
Level druid (1st)

No one within the circle affected by the spell can concentrate or cast magic; magic that has been cast but not discharged will be ruined by the spell. This is due to the constant movement of the vines as they seek to ensnarl and knot around their victims.

Each hex affected by entangle requires 2 AP to escape, so that a creature failing its saving throw will require 2 full rounds to flee one hex. A creature that's made its saving throw, on the other hand, can try to rush for the edge. However, if a "free" creature has not escaped the area of effect by the end of its turn, it must make another saving throw, or be properly ensnared.

For example, Harold has an ordinary movement of 4 AP and is entangled. He makes his saving throw, but he's three full hexes from the edge. Using his full AP, he's able to move two hexes towards the edge — but this isn't enough to get out of the circle. He makes another saving throw, failing. Now, though he's but one hex away from the edge, it takes two more rounds for him to get free.

Attacking Into the Circle

The caster alone is unaffected by the spell's magic; anyone else, friend or foe, must be careful not to enter the circle or else they might also get caught. Defenders may potentially be forced into the circle by magic or through being stunned. The caster can dispel the whole circle at any time, if this is needed. Outsiders attacking the circle's edge with hand-to-hand weapons must make save or they will be pulled in, even if this is a hex occupied by an enemy. Therefore the only safe attacks into the circle are with missile weapons.

Victims of the circle are not helpless defenders. However, they are vulnerable due to their ensnaring, so that all attacks against them are made at +4. If a victim uses their action point to swing a fist or a weapon, they will have had to successfully pulled a weapon (and therefore an arm) free; there is therefore no penalty against their attacks.

Cutting Others Free

As stated, anyone who reaches towards the circle must make a saving throw. For those who succeed in their save, however, if they have a sharp-edge weapon or tool in hand, they can use their move to cut an ally free. If the saving character makes no other moves, they may add 2 action points to one adjacent creature's movement that round by making a successful dexterity check.


See Entangled and Snarled Weapons