Entangling Ectoplasm: awesome, or super-awesome? [Archive] - Wizards Community

Post/Author/DateTimePost
WarforgedAccountant

07-20-07, 03:38 PM
So, Entangling Ectoplasm entangles an opponent for five rounds. The SRD description of the "entangled" condition includes the following statement:
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.
My question: does this mean that Entangling Ectoplasm can be used to immobilize opponents that happen, for example, to be standing on stone or some other suitable anchoring surface?

My instinct is that it cannot immobilize anyone; since the Entangling Ectoplasm description doesn't mention anchoring at all. On the other hand, take a look at the 1st-level Entangle spell: it may immobilize, it has Long range and a 40-ft radius spread, and it lasts 1 min./level. I know that's an overly-simple comparison, but my point is that having the short-ranged and low-duration Entangling Ectoplasm power immobilize its targets might be reasonable.

Can anyone point me to a link/FAQ with a definitive answer? Or how about an answer to this, related question: what happens when you entangle a flying, winged creature?
Millenia

07-20-07, 03:42 PM
Entangling Ectoplasm mentions nothing about anchoring enemies; thusly, it does not anchor.

If you entangle a flying, winged creature, it continues flying until it gets another hit to its speed. Most flying creatures need to continue moving at half their flying speed, at least, or crash. If you entangle them, their speed is halved, but they can continue flying. Only until you smack them with, say, Decelerate do they fall.
WarforgedAccountant

07-20-07, 06:46 PM
That's pretty much what I was thinking. It does mean that Entangling Ectoplasm is a short-range, very-short-duration entangle effect, which seems kind of wimpy. But hey, they can't all be Astral Construct!
hovnarr

07-20-07, 07:31 PM
Entangling Ectoplasm is a no save, no PR effect that effectively gives -2 to melee attacks, initiative, ac, reflex saves, and -4 to ranged attacks, halves speed, makes the target unable to run or charge, and forces a DC 15 concentration check if the target casts a spell. It does this for 1 pp. How is that wimpy?
WarforgedAccountant

07-20-07, 07:52 PM
Entangling Ectoplasm is a no save, no PR effect that effectively gives -2 to melee attacks, initiative, ac, reflex saves, and -4 to ranged attacks, halves speed, makes the target unable to run or charge, and forces a DC 15 concentration check if the target casts a spell. It does this for 1 pp. How is that wimpy?
Well, when you look at it all rational-like, I guess it's not so bad. :D

Mainly I was whinging about the combination of Close range and short duration -- most other curse-type powers seem to be 1 min./level -- but other factors clearly make up for it. As implied in the thread title, I suspect that Entangling Ectoplasm qualifies at least as "awesome."
Millenia

07-20-07, 09:15 PM
Mainly I was whinging about the combination of Close range and short duration -- most other curse-type powers seem to be 1 min./level -- but other factors clearly make up for it. As implied in the thread title, I suspect that Entangling Ectoplasm qualifies at least as "awesome."
Entangling ectoplasm is indeed awesome.

Also, don't pay much mind to close range... I mean, come on, are you really going to start fights at 400+ feet? How often are you gonna get a spot check that good? >_>a
Salla

07-20-07, 09:18 PM
Entangling ectoplasm is indeed awesome.

Also, don't pay much mind to close range... I mean, come on, are you really going to start fights at 400+ feet? How often are you gonna get a spot check that good? >_>a

Exactly. 90% of the fights I've seen take place at close range, the short end of medium tops.
InkBlot

07-21-07, 01:29 AM
If it's outside, and not in a city or forest, then the players and/or the monsters can notice each other from extremely far away. Especialy if someone has a spyglass. I've had encounters on the planes start from more than 400 feet away.

In a city or town there is often at least one road that goes straight for more than 400 feet, and most roads will go at least 100 feet. If an enemy is running away, or if the players are traveling, then they are likely to be on one of these roads.

In forests, dungeons, poorly planned cities, slums, sewers, cave complexes, castles, and all sorts of other typical adventure locales you're absolutely right that fights most often take place at close range.

In other words, it depends.