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Snare

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 8 hours

25 feet of rope, which the spell consumes

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 Int (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 Dex saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or on the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dex 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 Int (Arcana) check against your spell save DC. On a success, the retrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.

Artificer 1st level Abjuration

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