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:
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