Spell
Snare
REG-3FB07BB0
Spell
Snare
Spell Briefing
Snare
Level 1Abjuration5ETOOLS- Level
- Level 1
- School
- Abjuration
- Casting Time
- 1 minute
- Range
- touch
- Components
- S, M (25 feet of rope, which the spell consumes true)
- Duration
- 8 hour
Subclasses
- Level: Level 1
- School: Abjuration
- Casting Time: 1 minute
- Range: touch
- Components: S, M (25 feet of rope, which the spell consumes true)
- Duration: 8 hour
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
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Subclasses: Bard (College of Lore), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Wizard (Abjurer)
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Feats / Features: Artificer Initiate, Divinely Favored, Magic Initiate, Strixhaven Initiate