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Entangle

Level 1 priest spell · Alteration

Sphere
Plant
Range
80 yds
Components
V, S, M
Casting time
4
Duration
1 turn
Area of effect
40-ft. cube
Saving throw
½

By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area. Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants.

The material component is the caster's holy symbol.

Notes: Common for druids (PHB).

Sources

This spell on the AD&D 2nd Edition Wiki