Evard's Black Tentacles
A field of thick, 10 feet long rubbery tentacles rises from the ground. Upon entering, the target receives a slowness effect. Then, each round every tentacle is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a Fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spells effects. The grapple check used to determine whether or not a tentacle hits a target is as follows: 1d20 + caster level + 4(tentacle's strength modifier) + 4(tentacle's size modifier) versus 1d20 + base attack bonus + strength modifier + size modifier.
| School | Conjuration (opposed by Transmutation) |
| Spell level | Wizard and Sorcerer 4 |
| Range | Medium - 20 metres |
| Components | Verbal and somatic |
| Can be aimed at | a creature, a spot on the ground, an item, a door or a placeable |
| Area of effect | 5 metre radius |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Duration | 1 Round / 2 Levels |
| Save | Fortitude Special |
| Spell Resistance | No |
| Metamagic allowed | Empower, Extend, Maximize, Quicken, Silent, Still |
How it works
- The area lasts one round per two caster levels. Extend doubles that, and Empower adds half again.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes