Entangle [two-actions] Spell 2
Legacy Content
Plant Transmutation Source Core Rulebook pg. 336Cast [two-actions] somatic,
verbalRange 120 feet;
Area all squares in a 20-foot-radius burst that contain plants or fungi
Duration 1 minute
Plants and fungi in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at
entangle's DC to remove these effects.
Air Concentrate Manipulate Source Player Core pg. 334Area 60-foot line
Defense Fortitude;
Duration until the start of your next turn
A violent wind issues forth from your palm, blowing from the point where you are when you Cast the Spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.
Critical Success The creature is unaffected.
Success The creature can't move against the wind.
Failure The creature is knocked
prone. If it was flying, it takes the effects of critical failure instead.
Critical Failure The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.
Legacy Content
Conjuration Water Source Core Rulebook pg. 355Cast [three-actions] material,
somatic,
verbalRange 120 feet;
Area 20-foot burst
Duration 1 minute
You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can Dismiss the cloud.
Concentrate Earth Manipulate Source Player Core pg. 351Area 15-foot cone
Defense Reflex
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is
pushed 5 feet away from you.
Critical Failure The creature takes double damage and is pushed 10 feet away from you.
Heightened (+1) The damage increases by 2d4.