When this spell is employed, the spellcaster can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The spell affects up to 50 feet of normal rope. The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round. The rope can only enwrap a creature or an object within 1 foot of it--it does not snakeoutward--so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a Dex Save vs. your spell save DC. It lasts 1 round per character level
* - (Rope)
Level
2nd
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
1 Round
School
Enchantment
Attack/Save
DEX Save
Damage/Effect
Comments