Entangle (3.5e Spell)

This is a homebrew spell, based on the SRD entangle spell. This spell, and the condition designed around it interface rather poorly with each other and create confusion/leave room for interpretation. This variant of the entangle spell is designed to be usable without making players and DMs alike make Will saves versus confusion. It also aims to fix a few other things. Namely, the fact that this spell is kind of amazing for its level.

Grasses, weeds, bushes, and even tree roots wrap, twist, and entwine about creatures in the area or those that enter the area. Any ground-bound creature caught within the effect is immediately entangled and remains so until it leaves the area. Entangled creatures must make a Reflex save or be immobilized. A creature immobilized by this spell may free itself immediately at the start of its turn as a swift action by succeeding on a DC 20 Strength or Escape Artist check, or over time by dealing 10 points of physical or Fire damage to the plants restraining it. An immobilized creature gets a bonus to its checks to free itself equal to the damage dealt to the entangling plants. A creature freed from its immobilized state is still entangled while it remains in the area.

Entangling plants are effectively Tiny, have an AC of 13 (+2 size and +1 natural), a damage reduction of 5/slashing, and a break DC of 20.

Each round on your turn, the plants once again attempt to immobilize all creatures that have avoided or escaped immobilization.