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Animate Rope

School: Transmutation
Subschool: -
Descriptor: -
Level: Bard 1, Sorcerer/Wizard 1
Components: Verbal, Somatic
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per level)
Target: One rope-like object, length up to 50 ft. + 5 ft. per level
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No
You can animate a non-living rope-like object, such as string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are:

  • "Coil" (form a neat, coiled stack)
  • "Coil and knot"
  • "Loop"
  • "Loop and knot"
  • "Tie and knot"
  • "Uncoil"
  • "Unknot and uncoil"
  • "Unloop"
  • "Unknot and unloop"
  • "Unknot and untie"

You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it, it does not snake outward, so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch diameter hempen rope has 2 hit points, AC 10 and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell can not animate objects carried or worn by a creature.

Based on the spell in the Player's Handbook 3.5 Page 199