Thorny Entanglement

Transmutation
Level: Druid * 3, Hunter * 3, Ranger * 3, Shaman * 3, Warlock * 3
Components: V, S, DF
Casting Time: 1 Standard Action
Range: long (400 ft. + 40 ft./level)
Area: plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial, see text
Spell Resistance: no
  This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area, and causes the plants to grow thorns they can fling at nearby creatures. Creatures that fail their save gain the Entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the Entangled condition. Entangled creatures can attempt to break free as a Move Action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered Difficult Terrain while the effect lasts.
  Any creature that moves within 15 feet of the spell's area is attacked once on its turn by the animated plants. The plants use your Caster Level as their base attack bonus and add your spell ability score modifier to the attack roll. A volley of thorns counts as a thrown weapon and deals 2d6 points of piercing damage on a successful hit. A creature that enters the spell's area or ends its turn there automatically takes 2d6 points of piercing damage.
  If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
 
Clarification of Effects: As this spell affects plants within its area, only areas containing plants within the spell's radius are affected. Viable plant matter includes tall grasses, and weeds, as well as any flexible members of plants, such as thinner roots, small branches, and vines. Tree trunks, thick branches, and inarticulate plant bodies (such as that of many cacti) would not contribute to the effect, and spaces within the area with no plants in reach would similarly not be affected.
  Plants within the area can affect an area commensurate with their size and reach. A large weeping willow tree would easily affect anything under its canopy, while a potted bush may only be able to affect those within its square. Some plants, like in a tended lawn, are too small to have any effect under the spell, and some areas may see a magnified effect (such as an increased DC casting into a densely packed jungle).
  Plants need not be rooted to be affected by the spell, but they do need to be alive. A bundle of vines freshly torn from the ground and tossed into a square could potentially entangle someone within it, though as they are not rooted they would not immobilize the target, per the Entangled condition. A meager enough quantity of plants may also impose a penalty to the DC of the save.