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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
SchoolConjuration (opposed by Transmutation)
Spell levelDruid 5, Ranger 5
RangeMedium (20 m)
ComponentsVerbal and somatic
Can be aimed atyourself, a creature, a spot on the ground, an item or a placeable
ConcentrationDamage can interrupt the casting
DescriptorNature
Area of Effect / Targetsituational
Duration5 rounds (30 seconds) + 1 round per 10 caster levels. Extend doubles it.
SaveYes (Entangle)
Spell ResistanceYes (Entangle)
Metamagic allowedExtend (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.

OptionRange
Vine Mine, EntangleLong
Vine Mine, Hamper MovementMedium
Vine Mine, CamouflageMedium

Where it comes from

Cleric domain: Plant (level 5).

See also