Animate Rope

Level: Bard 1, Sor/Wiz 1, Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One ropelike object, length up to 50 ft. + 5 ft./level;
Duration: Until thrown, broken, or escaped from; see text
Saving Throw: None
Spell Resistance: No
Spell Points: 1

You grant any supple vine, a thong, or a rope simple powers of animation. Upon casting, choose one of the following roles the rope will play:

  • Trap: As part of casting the spell, you place the rope on the ground. The rope magically blends with its surroundings (Search DC 21 for a character with the trapfinding ability to locate). One end of the snare ties itself in a loop that contracts around one or more of the limbs of any creature stepping inside the square in which you placed it. The creature is then entangled until it succeeds on a DC 21 strength check to break the ropes, a DC 21 escape artist check to wriggle free, or until the rope is destroyed (ordinary rope has 2 hit points per inch of thickness and hardness 0).

  • Lasso: As part of casting the spell, you make a touch attack with the rope as an improvised weapon (taking a -4 on your attack roll, range increment 10’ if thrown). Should it hit, the target is automatically rendered prone, as if tripped.

Augment: If you spend 2 additional spell points, you can give the rope more general commands for up to 1 round per caster level (replacing the spell’s normal duration). While touching the rope, you can give it one command each round as a move action, as if directing an active spell. The commands must be simple, such as “coil up”, or “loop yourself around that branch”. The rope gains significant rigidity while animated, becoming able to move three-dimensionally within its length. The rope is able to move up to 30’ each round. Releasing the rope immediately causes this version of the spell to end.