Roots of the Assassin (Priest Spell)

This dark and evil spell creates long, slimy, black roots of foul look and manner. These plant things grow from any surface the spell was cast on with astonishing speed and attempt to strangle the poor person (or people) who triggered the spell; they wrap themselves around the neck of their victim. These roots attack collectively as a priest of the same level as the caster.
The caster of this spell chooses exactly what condition triggers it. The condition can be of any complexity—for example "Kill only Tallfellow halflings wearing magical black leather armor with a red rose painted on their left shoulders." However, the spell cannot know the name or alignment of a being, nor can it be set off by undead or plantlike creatures. The most common way to use this spell is to cast it at a mandatory passage point of the intended target (for example, the bed of a king).
This spell creates 1d1OO tiny roots per square yard, any of which is sufficient to strangle a human-sized opponent. Each of them can project itself up to 5 yards in order to attack. Potential victims thus have to fight several hundred roots originating from several square yards of surface. When called forth by being activated, the roots make no more noise than a leaf falling from a tree, so only individuals with an exceptional sense of hearing would deny the roots a -4 bonus to surprise rolls.
Entrapped victims can hold their breath a number of rounds equal to one-third of their Constitution score. Beyond that time they must make a Constitution ability check every round with a -2 cumulative penalty or perish. Characters with the Swimming proficiency gain an additional round before they begin making Constitution ability checks. Characters with the Endurance proficiency can hold their breath a number of rounds equal to twothirds their Constitution score and then make Constitution ability checks with no penalty the first round and accrue only a cumulative -1 penalty per round after the first check.
Victims ensnared by this spell can attempt to sever the roots that strangle them. The mass of roots is AC 6, but only slashing (Type S) weapons have any effect against the roots. If trapped victims use any weapon larger than a dagger, they suffer a -3 penalty to their attack rolls against the roots. Slashing weapons sever five times their damage roll in roots, and area-of-effect damaging spells also destroy that many roots. A total of 2dl00 roots and tendrils holds a victim. If all of them are destroyed and a victim succeeds at a Strength ability check, then she or he is able to escape the spell's area of effect.
Characters attacking from outside the initial area of effect do not suffer any penalty when attacking the roots. However, they are also are in danger since the roots can turn in response to their attacks and attack these characters as long as they are within a 5-yard range of the initial area of effect.
The material component of this spell is a rotting leaf or a rotting piece of wood and the holy symbol of the caster.
Notes: Granted by Moander the Darkbringer of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells