School transmutation; Level druid 1, cleric/oracle 1 CASTING Casting Time 1 standard action EFFECT Range long (400 ft. + 40 ft./level) |
Extras |
Aquatic EntangleThe gadget spec URL could not be found
DESCRIPTION This spell is an aquatic version of the druid spell entangle. It calls forth sea grasses and seaweed to snare swimmers and underwater travelers. Small ships can also be caught in the area of effect. Any target caught in the area of effect suffers a –2 penalty to attack rolls, –4 to Dexterity, and cannot move. An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level), or lose the spell. The target may attempt a DC 20 Strength check or Escape Artist check to escape the entanglement. A successful save allows the target to move at half speed out of the area. A ship caught must be smaller than 30 feet in length, and to escape, the navigator of the vessel must succeed on a successful DC 20 check using whichever skill or ability is required to pilot the vessel (see “Vehicles”). Section 15: Copyright Notice
Book of Lost Spells - Copyright 2015, Frog God Games, LLC |
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