TEXT: 1
  7 Tendril TenTacle 
  Spell FeaTS
  #1 WiTh a BulleT poinT
  	
  One	Idea.	One	Full	Clip.	Still	One	Dollar.
  	
  Sometimes	rules	supplements	read	like	the	world-setting	bible	of	frustrated	novelists.	
  While	solid	world-building	is	a	useful	skill,	you	don’t	always	need	four	paragraphs	of	
  flavor	text	to	tell	you	swords	are	cool,	magic	is	power,	shadows	are	scary,	and	orcs	are	
  savage.	Sometimes	a	GM	doesn’t	have	time	to	slog	through	a	page	of	history	for	every	
  magic	weapon.	Sometimes	all	that’s	needed	are	a	few	cool	ideas,	with	just	enough	
  information	to	use	them	in	a	game.	Sometimes,	all	you	need	are	bullet	points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	PDFs	each	of	which	gives	the	
  bare	bones	of	a	set	of	related	options.	It	may	be	five	spells,	six	feats,	eight	magic	weapon	
  special	abilities,	or	any	other	short	set	of	related	rules	we	can	cram	into	about	a	page.	
  Short	and	simple,	these	PDFs	are	for	GMs	and	players	who	know	how	to	integrate	new	
  ideas	into	their	campaigns	without	any	hand-holding,	and	just	need	fresh	ideas	and	the	
  rules	to	support	them.	No	in-character	fiction	setting	the	game	world.	No	charts	and	
  tables.	No	sidebars	of	explanations	and	optional	rules.	Just	one	sentence	of	explanation	
  for	the	High	Concept	of	the	PDF,	then	bullet	points.
  
  2
  The High Concept:	Seven	 feats	 to	
  give	spellcasters	that	focus	on	“tendril	spells”	
  (spells	that	entangle	or	grapple	foes	such	as	
  animate	plants,	animate	rope,	black	tentacle,	
  entangle,	shifting	sand*,	snare,	and	web)
  *Indicated	a	spell	found	in	the	Advanced	
  Player’s	Guide.
  Agile Tendrils
  Prerequisites:	Spell	Focus	(conjuration	or	
  transmutation),	ability	to	cast	a	tendril	spell	
  (a	spell	that	entangles	or	grapples	foes).
  Benefit:	 As	 a	 standard	 action,	 you	 may	
  have	any	tendril	spell	you	have	cast	perform	
  basic	 manipulations	 of	 objects	 within	 or	
  adjacent	 to	 its	 area.	 Such	 objects	 must	 be	
  unattended	 or	 willingly	 given,	 and	 the	
  manipulation	 is	 limited	 to	 what	 could	 be	
  performed	by	an	unskilled	character	using	1	
  hand.	For	example	you	could	have	a	tendril	
  spell	pick	up	a	rock,	open	an	unlocked	door,	
  hold	a	torch,	or	pass	a	potion	to	an	adjacent	
  ally.	 The	 tendrils	 cannot	 make	 attacks	 or	
  combat	maneuvers	not	normally	allowed	by	
  their	spell	descriptions.
  Choking Tendrils
  Prerequisites:	Agile	Tendrils,	Spell	Focus	
  (conjuration	 or	 transmutation),	 ability	 to	
  cast	a	tendril	spell	(a	spell	that	entangles	or	
  grapples	foes).
  Benefit:	 As	 a	 standard	 action	 you	 can	
  direct	a	tendril	spell	you	have	cast	to	wrap	
  itself	around	the	throat	of	one	target	of	your	
  choice	already	entangled	or	grappled	by	the	
  spell.	The	creature	must	make	a	Fortitude	save	
  (DC	10	+1/2	your	caster	level	+	the	modifier	of	
  the	ability	score	that	determines	your	bonus	
  spells).	On	a	failed	save,	the	creature	cannot	
  speak	until	the	beginning	of	your	next	turn	
  or	when	the	entangled	or	grappled	condition	
  ends	(whichever	comes	first).
  defending Tendrils
  You	can	prevent	your	tendril	spells	from	
  attack	 you	 or	 your	 allies,	 and	 even	 have	 it	
  defend
  Prerequisites:	Agile	Tendrils,	Spell	Focus	
  (conjuration	 or	 transmutation),	 ability	 to	
  cast	a	tendril	spell	(a	spell	that	entangles	or	
  grapples	foes).
  Benefit:	You	may	designate	creatures	to	
  be	ignored	by	a	tendril	spell	you	have	cast.	
  You	may	designate	a	single	creature	as	a	swift	
  action,	or	up	to	six	creatures	as	a	move	action.	
  The	tendril	spell	does	not	attack	or	ensnare	
  such	characters,	though	it	may	still	impede	
  their	process.	For	example,	if	you	designate	
  a	character	to	be	safe	from	,	a	black	tentacle	
  spell	you	have	cast	the	spell	never	attempts	
  to	 grapple	 that	 character,	 but	 the	 area	 still	
  qualifies	as	difficult	terrain.	As	a	swift	action	
  you	 may	 revoke	 this	 immunity	 from	 one	
  creature,	 or	 revoke	 all	 the	 immunities	 you	
  have	designated.
  Additionally,	the	tendril	spell	defends	one	
  creature	of	your	choice	within	or	adjacent	to	
  its	area,	granting	that	creature	a	shield	bonus	
  equal	 to	 half	 the	 level	 of	 the	 tendril	 spell.	
  Changing	which	creature	the	spell	defends	is	
  a	swift	action.
  disArming Tendrils
  Your	tendril	spells	can	grab	items	away	
  from	targets.
  Prerequisites:	Agile	Tendrils,	Spell	Focus	
  (conjuration	 or	 transmutation),	 ability	 to	
  cast	a	tendril	spell	(a	spell	that	entangles	or	
  grapples	foes).
  Benefit:	 As	 a	 standard	 action	 you	 can	
  direct	a	tendril	spell	you	have	cast	to	attempt	
  to	 remove	 an	 item	 from	 one	 target	 of	 your	
  choice	already	entangled	or	grappled	by	the	
  spell.	 This	 functions	 as	 a	 Disarm	 or	 Steal*	
  combat	 maneuver	 (as	 appropriate	 to	 the	
  item	you	attempt	to	take),	but	your	CMB	is	
  equal	 to	 (caster	 level	 +	 tendril	 spell	 level).	
  The	 concentration	 required	 to	 perform	
  this	 maneuver	 does	 provoke	 an	 attack	 of	
  opportunity	 from	 creatures	 that	 threaten	
  you,	 unless	 you	 have	 the	 appropriate	 feat	
  (Improved	Disarm	or	Improved	Steal).	You	
  gain	 the	 benefit	 of	 any	 feats	 that	 give	 you	
  additional	options	when	using	these	combat	
  maneuvers	(such	as	Greater	Steal).
  An	item	disarmed	or	stolen	is	held	in	place	
  by	 the	 tendril	 spell.	 As	 a	 move	 action,	 you	
  may	have	the	tendril	spell	hand	any	items	it	
  has	taken	to	creatures	within	or	adjacent	to	
  the	area	of	the	spell.
  *Indicated	a	combat	maneuver	found	in	
  the	Advanced	Player’s	Guide.
  
  3
  disTurbing Tendrils
  Your	
  tendril	
  spells	
  can	
  make	
  threatening	 gestures,	 prod	 its	 targets	
  uncomfortably,	 and	 general	 act	 in	 a	
  disturbing	and	discomforting	manner.
  Prerequisites:	 Agile	 Tendrils,	 Spell	
  Focus	 (conjuration	 or	 transmutation),	
  ability	to	cast	a	tendril	spell	(a	spell	that	
  entangles	or	grapples	foes).
  Benefit:	As	a	standard	action	you	can	
  direct	 a	 tendril	 spell	 you	 have	 cast	 to	
  threaten	and	rudely	prod	one	target	of	your	
  choice	 already	 entangled	 or	 grappled	 by	
  the	spell.	You	may	make	an	Intimidate	or	
  Spellcraft	check	to	demoralize	that	target	
  (as	the	demoralize	option	of	the	Intimidate	
  skill).	For	each	consecutive	round	you	use	
  this	action	on	the	same	target	you	gain	a	
  +1	 cumulative	 bonus	 to	 your	 Intimidate	
  or	Spellcraft	check,	to	a	maximum	bonus	
  equal	to	the	level	of	the	tendril	spell	used.
  forCeful Tendrils
  Your	tendril	spells	can	push	creatures	
  around.
  Prerequisites:	 Agile	 Tendrils,	 Spell	
  Focus	 (conjuration	 or	 transmutation),	
  ability	to	cast	a	tendril	spell	(a	spell	that	
  entangles	or	grapples	foes).
  Benefit:	As	a	standard	action	you	can	
  direct	 a	 tendril	 spell	 you	 have	 cast	 to	
  attempt	to	move	one	target	of	your	choice	
  either	within	the	spell’s	area	or	adjacent	to	
  it.	This	functions	as	a	Bull	Rush	(to	push	
  creatures	 away	 from	 the	 spell’s	 area)	 or	
  Reposition*	(to	move	creatures	within	the	
  spell’s	 area)	 combat	 maneuver,	 but	 your	
  CMB	is	equal	to	(caster	level	+	tendril	spell	
  level).	 You	 can	 only	 affect	 targets	 small	
  enough	to	fit	within	the	area	of	the	tendril	
  spell	(they	need	not	actually	be	within	the	
  area,	 they	 just	 can’t	 be	 so	 big	 that	 they	
  couldn’t	fit	within	the	spell).
  The	concentration	required	to	perform	
  this	maneuver	does	provoke	an	attack	of	
  opportunity	 from	 creatures	 that	 threaten	
  you,	 unless	 you	 have	 the	 appropriate	
  feat	 (Improved	 Bull	 Rush	 or	 Improved	
  Reposition).	 You	 gain	 the	 benefit	 of	 any	
  feats	 that	 give	 you	 additional	 options	
  when	 using	 these	 combat	 maneuvers	
  (such	as	Greater	Reposition).
  *Indicated	 a	 combat	 maneuver	 found	
  in	the	Advanced	Player’s	Guide.
  hArAssing Tendrils
  Your	 tendril	 spells	 can	 make	 trouble	
  even	for	creatures	not	grabbed	by	them.
  Prerequisites:	 Agile	 Tendrils,	 Spell	
  Focus	 (conjuration	 or	 transmutation),	
  ability	to	cast	a	tendril	spell	(a	spell	that	
  entangles	or	grapples	foes).
  Benefit:	As	a	standard	action	you	can	
  direct	 a	 tendril	 spell	 you	 have	 cast	 to	
  attempt	to	harass	one	target	of	your	choice	
  either	 within	 the	 spell’s	 area	 or	 adjacent	
  to	 it.	 This	 functions	 as	 a	 Dirty	 Trick*	 or	
  Trip	combat	maneuver,	but	your	CMB	is	
  equal	to	(caster	level	+	tendril	spell	level).	
  The	 concentration	 required	 to	 perform	
  this	maneuver	does	provoke	an	attack	of	
  opportunity	 from	 creatures	 that	 threaten	
  you,	unless	you	have	the	appropriate	feat	
  (Improved	Dirty	Trick	or	Improved	Trip).	
  You	gain	the	benefit	of	any	feats	that	give	
  you	additional	options	when	using	these	
  combat	maneuvers	(such	as	Greater	Trip).
  *Indicated	 a	 combat	 maneuver	 found	
  in	the	Advanced	Player’s	Guide.
  
  4
  4
  We err on The Side oF aWeSome!
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  #1 With a Bullet Point: 7 Tendril Tentacle Spell Feats.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  Jeremy	Miller
  Art:
  Redpeggy,	Kimagu,	Shaman	Stockart
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  Contents	©2012	Owen	K.C.	Stephens
  Used	with	permission.
  
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