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| priority:magic:spells:animate_rope [2023/05/15 03:01] – created elfinlocks | priority:magic:spells:animate_rope [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1 | ||
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| - | ====== Animate Rope ====== | ||
| - | **School:** Transmutation | ||
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| - | ===== Casting ===== | ||
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| - | **Casting Time:** 1 Standard Action | ||
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| - | **Range:** Medium (100 ft. + 10 ft./CL) | ||
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| - | ===== Effect ===== | ||
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| - | **Target:** One rope-like object, length up to 50 ft. + 5 ft./CL | ||
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| - | **Duration: | ||
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| - | **Saving Throw:** None | ||
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| - | **Spell Resistance: | ||
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| - | ===== Description ===== | ||
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| - | You can animate a nonliving rope-like object. 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. | ||
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| - | The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil, | ||
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| - | 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 hemp 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 or 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 concentration check with a DC of 15 + your Caster Level to cast any spells. An entangled creature can slip free with a DC 20 + (Your CL) Escape Artist check. | ||
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| - | The rope itself and any knots tied in it are not magical. | ||
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| - | The spell cannot affect objects carried or worn by a creature. | ||
