Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| priority:magic:spells:tier1:animate_rope [2026/03/09 05:22] – Replacing Move Action with Half Action, hyperlinking elfinlocks | priority:magic:spells:tier1:animate_rope [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks | ||
|---|---|---|---|
| Line 25: | Line 25: | ||
| 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, | 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, | ||
| - | 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, | + | 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, |
| The rope itself and any knots tied in it are not magical. | The rope itself and any knots tied in it are not magical. | ||
| The spell cannot affect objects carried or worn by a creature. | The spell cannot affect objects carried or worn by a creature. | ||
