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Hedge Prison

Rank 3 (uncommon) (concentrate, druid, focus, manipulate)

Source: Pathfinder #202: Severed at the Root

Cast 2 actions
Components somatic, verbal, focus
Range 30 feet
Targets 1 Medium or smaller creature
Duration 1 minute
You conjure an intricate hedge prison to trap a creature, encasing them completely in a hollow cube of dense bushes. The hedge has AC 5, Hardness 5, and 20 Hit Points. It's immune to critical hits and precision damage. **Critical Success** The creature escapes the hedge before it fully forms. **Success** The creature is trapped inside the hedge, but the hedge's Hit Points are reduced by half. **Failure** The creature is trapped inside the hedge. **Critical Failure** The creature is trapped inside the hedge, and the hedge's Hit Points are increased by half. Heightened (4th) The hedge's hardness increases to 7 and its Hit Points increase to 30. Heightened (5th) The hedge's hardness increases to 9 and its Hit Points increase to 40. You can target a creature of Large size or smaller. Heightened (6th) The hedge's hardness increases to 11 and its Hit Points increase to 50. You can target a creature of Large size or smaller. Heightened (7th) The hedge's hardness increases to 13 and its Hit Points increase to 60. You can target a creature of Huge size or smaller. Heightened (8th) The hedge's hardness increases to 15 and its Hit Points increase to 70. You can target a creature of Huge size or smaller. Heightened (9th) The hedge's hardness increases to 17 and its Hit Points increase to 80. You can target a creature of Huge size or smaller.

Heightened

Rank 5:
Rank 7:

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder #202: Severed at the Root, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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