Difference between revisions of "Kooky Tendrils (3.5e Invocation)"
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− | |}{{#set:Summary= Stop and entangle foes with tendrils}} | + | |} |
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+ | {{#set:Summary= Stop and entangle foes with tendrils}} | ||
This spell conjures a 20 foot field of rubbery tendrils, each 3 feet long. These wild tendrils seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and causing them to become entangled. | This spell conjures a 20 foot field of rubbery tendrils, each 3 feet long. These wild tendrils seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and causing them to become entangled. | ||
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The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the tendrils once again attempt to entangle all creatures that have avoided or escaped entanglement. The invocation has a range of 400 ft. + 40 ft./level, has a duration of 1 minute /level, ignores spell resistance | The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the tendrils once again attempt to entangle all creatures that have avoided or escaped entanglement. The invocation has a range of 400 ft. + 40 ft./level, has a duration of 1 minute /level, ignores spell resistance | ||
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Latest revision as of 15:44, 24 August 2019
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Warlock Least; 2nd |
This spell conjures a 20 foot field of rubbery tendrils, each 3 feet long. These wild tendrils seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and causing them to become entangled.
The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the tendrils once again attempt to entangle all creatures that have avoided or escaped entanglement. The invocation has a range of 400 ft. + 40 ft./level, has a duration of 1 minute /level, ignores spell resistance
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