Entangle (spell)

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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)

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 to attacks,