Sickening Entanglement
- Sickening Entanglement
- Thorny Ring
- Spell Specialization
- Inquisitor Spell (6th Level)
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Inquisitor Spell (2nd Level)
- New Arcana
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Inquisitor Spell (4th Level)
- Spell Specialization
- Spell Specialization
- Inquisitor Spell (1st Level)
- Spell Specialization
- New Arcana
- Spell Specialization
- Inquisitor Spell (5th Level)
- Inquisitor Spell (3rd Level)
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Fey Magic
- Spell Specialization
- Spell Specialization
- Spell Specialization
- Spell Specialization
- BeltOfPerfectComponentsFeatureExtended
- BeltOfPerfectComponentsFeatureEmpower
- BeltOfPerfectComponentsGreaterFeatureExtended
- BeltOfPerfectComponentsGreaterFeatureEmpower
- ConnectiontoEarthBoostEnchantment
- Centaur Patrol Leader
- Centaur Nature Whisperer
This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area must succeed at a Fortitude save or be sickened as long as it remains in the area and for 1d4 rounds afterward. Creatures that remain in the area must save each round. This is a poison effect. Entangle: This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again each round. Creatures that move into the area must save immediately. Entangled creatures can break free by making a combat maneuver check, Athletics check, or Mobility check against the DC of this spell every round. The entire area of effect is considered difficult terrain while the effect lasts.
