Entangle

Entangle is a 1st level priest spell for druid, shaman and ranger classes. 
In the original Baldur's Gate, it could also be used by a cleric. It causes vines to spring from the ground, rendering creatures within the affected area immobile.
==Description==
== Gameplay ==
The caster selects a point on the area map and designates where they wish the center of the entangle area of effect to be using the targeting cursor and clicking/selecting the spot.
After the spell casting is finished, a 15-feet radius area of effect zone is instantly covered in a unique graphic of writhing lime-green plant limbs for the spell's duration.
A text is displayed, reading <CASTER>: Casts Entangle.
A sound effect is audibled when the spell is first cast, and another one sounds at the spell's expiration.
Any creature not immune to the entangle effect and within the AoE is exposed to the grabbing plants and is allowed a Saving throw versus spells (with a 3-point bonus) to resist the spell's effects.
If the saving throw is successful, the creature is unaffected, at least for now.
A failed saving throw will render an entangle graphic upon their sprite and cause the following disabling restrictions:
* Movement rating is now set to zero for 9 seconds - if the creature was already moving when the spell takes hold, the sprite appears to be "marching" in place.
* The Armor Class rating of the victim is penalized by 2-points for 9 seconds.
A player character will show an icon (No. 144) titled "Entangled" on their portrait for 9 seconds.
While entangled, the creature can perform any actions as normal (spell casting, missile fire, item use, melee combat etc.) - although restricted by no movement ability.
When entering or within the entangle zone, creatures are required to resist the plants with a subsequent saving throw to remain free of the plants - this applies to every creature exposed, and is checked once each round.
A creature that has already failed a saving throw as in under an entangling effect, can fail another saving throw, which extends their immobility and further penalizes their armor class.
Creatures that successfully save will eventually have freedom of movement and can advance or try and leave the plant zone. This might be short lived, as the following round another saving throw is needed again.
The entangle spell has a fixed 1-turn duration, and once the spell is cast there is no way for the caster or anyone else to remove it.
Multiple entangle spells can overlap - but their effects cannot stack in BGEE, specifically -, and this can result in worsening armor class values, and a more difficult time breaking free of the entwining plants.
Entangle can immobilize creatures immune to the Webbed status effect, such as spiders and ettercaps. And immunity to entangling itself is rare and few foes have a good enough save vs spells to be completely safe against it (even with the +3 bonus).
This spell can potentially be blocked by Magic resistance and will be checked each round of exposure.
A Spell Immunity: Alteration will provide complete protection from it.
A Minor Globe of Invulnerability or Globe of Invulnerability will also block this spell completely.
A creature affected by entangle can be freed from the effect with any applicable Dispel Magic effect or could quaff a Potion of Freedom.
A Free Action (spell) can be used as a preventive action before entering an entangling zone.
Oddly, this spell is not flagged as a "hostile" spell, and entangled innocent and neutral creatures don't react to it.
==Notes==
* In the original Baldur's Gate, this spell was in the shared priest spellbook for all clerics and druids, though in an unmodded game a paladin wouldn't have access to it due to the level cap.
==See also==
*Grease, 1st level wizard spell - similar immobilizing effect
*Web, 2nd level wizard spell - similar immobilizing effect but also prevents non-movement actions.
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition priest spell Entangle is usable in areas with plants in the area of effect, whereas the BG video game spell version doesn't require that and can be cast indoors or in places with no plant life.
The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. 
Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants.
==Gallery==
File:Entangle Icon Stone Screencap.png|left|Spell in action
==Mod content==
Spell Revisions mod has changed this divine spell, revising its effects, casting time, area of effect, saving throw and description. See below:
Entangle
Level: 1
School: Alteration
Sphere: Plant
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 15’ radius
Saving Throw: Breath partial
By means of this spell, the caster causes plants to entangle all creatures in the area of effect. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Those held receive a -2 penalty to attack rolls and a +2 penalty to AC. Creatures that make a successful saving throw vs. breath temporarily avoid entanglement and can move at half speed through the area but must make additional saving throws each round they remain in the area of effect. An entangled creature can attack, provided it does not have to move to reach an opponent. Incorporeal and flying creatures are unaffected by this spell, as are elementals and exceptionally large and strong creatures who suffer little to no distress from the entangling plants.
Dragon, Elemental
==External links==
* 
* 
* Advanced D&D 2nd Edition Wiki - Entangle (Priest Spell)
Category:Druid 1st level spells