Take Root (3.5e Spell)

This spell creates 1d4 seeds which, when thrown or dropped, create 5-ft. traps to capture enemies. Once an opponent steps into the square of the trap, plants grow from the ground in which the seed had been dropped, entangling and growing into the flesh of the opponent. A successful Reflex save negates the effect, as the opponent avoids the plants. Once trapped, the plants grow and pierce the victim with increasing severity. On the first round, the opponent takes 1d6 damage. Every round after that, the damage increases by 1d6 (2d6 on the second round, 3d6 on the third, and so forth). A successful Strength check (DC 25) or Escape Artist check (DC 25) allows a victim to break free.


Take Root
Transmutation
Level: Druid 4, Plant 5, Ranger 4
Components: V, S
Casting time: 1 Standard Action
Range: 10 ft. (If thrown)
Duration: 1 min./level
Saving Throw: Reflex negates; see text
Spell Resistance: No

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