Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants return to the earth.
At Higher Levels:
Using a 2nd level spell slot to cast this spell causes the vines to thicken. As an action, you can cause the vines to crush all restrained targets, who must make a Strength saving throw. Creatures take 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Higher level spell slots increase the damage by +1d6 per additional level.
Using a 3rd level spell slot causes the area of effect to increase to a 20-foot-radius.
Using a 4th level spell slot causes affected creatures to be rendered prone after their second failed strength ability check.
Using a 5th level spell slot causes affected creatures to be pulled beneath the earth after their third failed strength ability check. Air-breathers must hold their breath or begin to suffocate. Creatures are pulled deeper into the earth at a rate of one foot per round, to a maximum depth of 20 feet (measured from their highest point).
Using a 6th level spell slot causes affected creatures to be rendered incapacitated after their fourth failed strength ability check. A creature with a burrow speed is immune to being incapacitated by this spell.
Comments