Hedge PrisonFocus 3
Source Pathfinder #202: Severed at the Root
Cast

Range 30 feet
Target 1 Medium or smaller creature
Duration 1 minute
Saving Throw Reflex
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
DruidThis indicates abilities from the druid class.
FocusFocus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.