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WizardLv. 3

Plant Entrapment

When this spell is cast, creatures within the area of effect are seized by tree branches, grasses, shrubs, and other plant life within the area. Creatures failing a saving throw vs. spell are caught by the roots, branches, and stalks of the vegetation around them.

Creatures making a successful saving throw are limited to a movement of 10 feet per round and must make another saving throw each round they remain in the area of effect.

The witch, if she desires, can order the plants to disarm or strangle the trapped creatures, as shown on the table.

Prevalent Plants | Disarm Chance | Strangle Damage | Escape Chance -----------------+---------------+-----------------+--------------- Grass | 10% | None | Strength check Scrub | 25% | 1d4/round | Strength check Trees | 40% | 2d6/round | Strength check

A trapped creature cannot move, attack, or cast spells, but may try to break free each round. The difficulty is determined by the type of plants that trap the creature-a creature can escape from grasses, weeds, and other light vegetation with a Strength check; from thickets, briars, bracken, shrubs, or bushes at half their Strength, and from trees with one-fourth of their Strength (round down). Creatures without Strength scores can make a saving throw vs. paralysis (at +2, 0 and -2, respectively). At the DM's discretion, very large or strong creatures may be able to break free or ignore the effects entirely.

The material component is powdered quick-wood leaf.

Prevalent PlantsDisarm ChanceStrangle DamageEscape Chance
Grass10%NoneStrength check
Scrub25%1d4/roundStrength check
Trees40%2d6/roundStrength check

Notes: Common for witches, uncommon for transmuters and hedge wizards; otherwise, very rare. (Updated from Dragon Magazine.)

Sources: Wizard's Spell Compendium

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