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The character is ensnared. Being [[ | The character is ensnared. Being [[entangled]] impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to [[Dexterity]]. An entangled character who attempts to cast a spell must make a [[Concentration]] check ([[DC]] 15 + the spell's level) or lose the spell. Generally, a successful [[Reflex]] save is required to move while entangled.<br /> | ||