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Snare

1 Abjuration
Action: 1 minute
Range: Touch
Components: S, M (25 feet of rope, which the spell consumes)
Duration: 8 hours
Of Class: Druid, Ranger, Wizard
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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