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priority:magic:spells:tier1:animate_rope [2026/03/09 05:22] – Replacing Move Action with Half Action, hyperlinking elfinlockspriority:magic:spells:tier1:animate_rope [2026/03/13 19:30] (current) – Replacing AC with Defense, hyperlinking elfinlocks
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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,” and so forth). You can give one command each round as a [[chargen:common_terms#action_types|Half Action]], as if directing an active spell. 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,” and so forth). You can give one command each round as a [[chargen:common_terms#action_types|Half 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 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.+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, [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] 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 [[priority:magic#caster_level|Caster Level]] to cast any spells. An entangled creature can slip free with a DC 20 + (Your CL) [[priority:skills:acrobatics|Acrobatics]] check.
  
 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.