Vine Mine
When casting vine mine, the caster must select one of the following effects:
- Vine Mine - Entangle: Single target spell that tries to root the target to the ground if it fails a Will saving throw. The DC for this spell is naturally increased by +3. If failed the target is rooted on ground for (Caster Level / 10) + 5 rounds.
- Vine Mine: Hamper movement: creates an area of effect on the ground. Any enemy stepping inside of it receives a -20% to their movement speed until they leave the area of effect. This spell bypasses slow immunities. The caster is immune to it.
- Vine Mine - Camouflage: creates an area of effect on ground that grants the higher between 4 and (Caster Level / 3) to Hide and Move Silently to any ally getting inside of it. It also grants 50% concealment to friendly creatures inside of it. The effect lasts until they leave the area of effect
| School | Conjuration (opposed by Transmutation) |
| Spell level | Druid 5, Ranger 5 |
| Range | Medium (20 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, a spot on the ground, an item or a placeable |
| Concentration | Damage can interrupt the casting |
| Descriptor | Nature |
| Area of Effect / Target | situational |
| Duration | 5 rounds (30 seconds) + 1 round per 10 caster levels. Extend doubles it. |
| Save | Yes (Entangle) |
| Spell Resistance | Yes (Entangle) |
| Metamagic allowed | Extend (Druid only), Quicken (Druid; Ranger with Automatic Quicken Spell II), Silent (Druid; Ranger with Automatic Silent Spell II), Still (Druid; Ranger with Automatic Still Spell II). The Automatic feats need level 9 spells, so a Ranger takes them only with a second class that casts them |
How it works
- It roots the target in place.
- The save is Will, at your usual DC +3.
Choices
Casting it opens a menu with 3 options.
| Option | Range |
|---|---|
| Vine Mine, Entangle | Long |
| Vine Mine, Hamper Movement | Medium |
| Vine Mine, Camouflage | Medium |
Where it comes from
Cleric domain: Plant (level 5).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
