Post
Fri Jun 22, 2012 11:20 am
I agree that was some good thinking. Though it reads sort of funny, I made a few quick edits to the grammar. These are just suggestions.
The caster chooses one target creature (or object) within range, beneath which great thorny tendrils quickly grow up and around. If the subject fails its save vs. Spells, the subject is held immobile, suffering a -2 penalty to hit, and -4 penalty to its armor class. In addition, the thorny growths deal 1d4 points of damage each round to the target. An individual so entangled may only cast spells if a 1 on a d6 roll is achieved, modified by their primary spell casting ability score bonus. For instance, a +2 modifier gives 1-3 chance on d6.
An entangled creature can attempt to break free, ending the spell prematurely, by rolling a 1 on a d6, modified by their by their Strength or Dexterity ability score bonus (which ever is better). For instance, a +1 modifier gives 1-2 chance on d6. The process of breaking free takes the entire round, during which damage is still incurred. Additionally, the thorny growths can be directly attacked (against AC 11) with small bladed weapons such as daggers or hand axes. The vines have 22 hp and destroying them ends the spell prematurely. Using other larger weapons or spells will damage the entangled creature as much as the thorns, splitting the damage between them equally.
If the Optional Ability Check Mechanism detailed in the core rules is utilized by the Game Master, then he should use that mechanism for the ability checks mentioned above instead of d6 rolls.