Entangle

Transmutation
Level: Plant 1, Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 20-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Spell Points: 1

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about everything in their path.

Creatures in the area or those that enter it are entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Augment: If you spend 8 additional spell points, creatures in the area are immobilized on a failed save rather than entangled. The Strength or Escape Artist check DCs are not affected.