Plant Entrapment (Wizard Spell)

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.
PrevalentPlants	DisarmChance	StrangleDamage	EscapeChance
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.
Notes: Common for witches, uncommon for transmuters and hedge wizards; otherwise, very rare. (Updated from Dragon Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells