Entangle is a 1st level priest spell for druids, shamans, and rangers. In the original Baldur's Gate, it could also be used by clerics. It causes vines to spring from the ground, rendering creatures within the affected area immobile.
Description[]
“ | 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. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. | ” |
Gameplay[]
- Affected creatures cannot move, but can still attack and cast spells, if their range allows them to reach their enemies. Melee-only enemies can possibly be outranged with not just ranged weapons, but long-reaching weapons as well (eg quarterstaves and spears) and so can, for example, spellcasters attempting to use touch-range spells (eg Vampiric Touch or Harm). Moreover, it should be noted that, even if enemies can attack or cast spells while entangled, they'll still be affected by the penalty of 2 to Armor Class, making it easier for a Druid, Shaman, Ranger or their party to hit said enemies and possibly interrupt spellcasting.
- Although the +3 save bonus makes it hard for enemies at very high levels to fail the save, this spell can be used as a fire-and-forget area-of-effect occasional Armor Class debuff (especially with its relatively-fast casting time, for a priest spell) for a character/party that's acquired immunity against it (eg via Edventar's Gift, that can be gotten very early in BGEE, or achieving a save vs spells of 4 or lower). Immunity to entangling itself is rare in enemies and few foes have a good enough save vs spells to be completely safe against it (even with the +3 bonus), so, over the course of 10 rounds, one is likely to get at least a few rounds of improved chance to hit most enemies (not to mention there'll be less incoming damage from melee-only enemies).
- Entangle can immobilize creatures immune to Web, such as spiders and ettercaps.
- The area of effect lasts for 1 turn (10 rounds) and creatures within must save every round or be entangled for 9 seconds (ie 1.5 rounds). Though, in practice, in BGEE (not BG2EE), the entanglement won't last for more than 6 seconds aka 1 round (see the explanation below, about stacking, to understand why).
- In BG2EE, this spell's effects can stack, meaning that creatures affected by multiple Entangle casts (or just one, since the entangle effect, not the AoE, lasts for slightly longer than 1 round) can get further Armor Class penalties, if they fail more than one save.
- In BGEE, however, stacking is impossible, as every new round (or new Entangle cast) the per-round effects are removed (no save), meaning that the aforementioned 9 seconds duration is effectively cut short to a mere round duration (6 seconds). Moreover, a second Entangle cast will remove the effect of the first one in that round (and won't apply new effects in its place, unless the character fails their save). In short, in BGEE, using more than one Entangle cast at once can actually be detrimental or just make no difference compared to having just one cast.
- Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign. In the original Baldur's Gate, this spell was in the shared priest spellbook for all clerics and druids, though in an unmodded game paladins wouldn't have access to it due to the level cap.
Notes[]
See also[]
- Grease, 1st level wizard spell - similar immobilizing effect
- Web, 2nd level wizard spell - similar immobilizing effect, but also prevents non-movement actions.
Gallery[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this divine spell, revising its effects, casting time, area of effect, saving throw and description. See below:
Entangle
Level: 1
School: Alteration
Sphere: Plant
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: 30’ radius
Saving Throw: Breath partial
By means of this spell, the caster causes plants to entangle all creatures in the area of effect. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Those held receive a -2 penalty to attack rolls and a +2 penalty to AC. Creatures that make a successful saving throw vs. breath temporarily avoid entanglement and can move at half speed through the area but must make additional saving throws each round they remain in the area of effect. An entangled creature can attack, provided it does not have to move to reach an opponent. Incorporeal and flying creatures are unaffected by this spell, as are elementals and exceptionally large and strong creatures who suffer little to no distress from the entangling plants.
External links[]
- Entangle on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Entangle on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.