Lifetrap (Spell) (Midnight)
{{Spell
| name=Lifetrap
| school=Transmutation
| lvl= Cha 2, Drd 2
| comp= V, S
| casttime= 1 standard action
| range= Medium (100 ft. + 10 ft./level)
| tsea=a
| subj= Plants in a 50-foot spread
| dur= 1 round/level
| save= Reflex (see text)
| sr= No
}}
This spell causes the plants in the area of effect to rise up and entangle any undead creatures they encounter. At the end of the spell’s duration, the plants release their life force into the undead in an attempt to sever the connection between the spirit and the flesh.
When the spell is cast, all grasses, weeds, bushes, trees, and vines in the area twist and twine around corporeal undead creatures in the area of effect while not hindering or entangling the living. Undead who succeed at the required Reflex save are not entangled, but may only move at one-half speed through the affected area. Creatures who fail their Reflex save are entangled and suffer a –4 penalty to attack rolls and a –4 penalty to effective Dexterity, and can’t move. Creatures entangled while casting a spell must make a successful Concentration skill check (DC 20) or lose the spell.
Creatures can break free from the lifetrap and move at one-half normal speed by using a full-round action and succeeding at a Strength or Escape Artist check (DC 20). The lifetrap attempts to entangle any creatures in the area of effect every round on the caster’s turn.
When the spell expires, any entangled undead immediately suffer 3d6 hit points of positive energy damage and the plants in the affected area turn to ash.