← All spells
PriestLv. 6

Enmeshment

This spell creates a mass of weak, sticky threads that remain in existence for one turn. The threads block vision, but do not impede movement. They are nonflammable and can be removed only by a successful dispel magic spell or equivalent.

Creatures touching the threads must make a successful saving throw vs. spell at -3 or be at once transported into a misty labyrinth of unlimited size. Prisoners in the labyrinth are affected by a form of confusion and are 50% likely to attack any creature they meet, friend or foe, being confused as to its true nature.

Prisoners not engaged in combat are allowed a saving throw vs. spell each round after the first within the labyrinth. When a successful saving throw is made, the creature returns to its previous location (if within the threaded area, the creature is not subject to the spell's effect again). Prisoners escape from the labyrinth when the spell effect expires in any event. A find the path spell cast in the labyrinth allows the prisoner to escape it automatically.

Notes: Granted by the goddess Istus of the World of Greyhawk setting.

Sources: Priest's Spell Compendium

Open on AD&D 2e wiki →