Nature Magic · control

Roots

Roots attempts to briefly restrict the movement of a target standing near soil or plants. It can create an opportunity to change the distance between combatants or make room for a retreat. On success, an ordinary target cannot move elsewhere, but can still act within reach. It therefore does not automatically lose every way of attacking or defending itself.

A main opponent only has its movement halved. The spell lasts one round and can be used only once per combat on the same target. The party should know how it will use this brief advantage and account for the terrain. The same restraint cannot be assumed to work on every surface, nor can the strongest enemy be repeatedly stopped without restriction.

Exact effect: On success, an ordinary target cannot move but can act within reach. A main opponent only has its movement halved. Bonus: +0 MATK. Target: 1 target standing near soil or plants. Duration: 1 round. Limit: once per combat on the same target; the main-opponent rule applies. Use requires at least INT 7, the appropriate spellcasting ability and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Roots
Spell illustration • Nature MagicRoots
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Nature Magic
Type
control
Min. Intelligence
7
Min. Level
—
Bonus
+0 to MATK
Target
1 target standing near soil or plants
Duration
1 round
Restrictions
once per target per combat; the main-opponent rule applies
Exact effect
On success, an ordinary target cannot move but can act within reach. A main opponent only has its movement halved.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.