You cause a humanoid creature’s hair to grow at an incredible rate, and animate it to bind them. The target must succeed on a Constitution saving throw or its hair instantly grows to 10 feet and attempts to ensnare it. A target that fails its Constitution saving throw must make a Dexterity saving throw versus your spell save DC at the beginning of each of its turns for the spell’s duration or be restrained by the hair. Once restrained, the target may break free of the hair with a successful Strength (Athletics) or Dexterity (Acrobatics) check against the hair’s Strength (Athletics) check (treat the hair as having a Strength score equal to your primary spellcasting ability score). Once the spell ends, the hair created by the spell remains in place, though it is perfectly mundane in nature.
Wardens of the Wild. Copyright, 2015 Total Party Kill Games. Author(s): PJ Harn and Brian Berg.