Snare
1st-level, Abjuration
- Casting time: 1 minute
- Range: Touch
- Components: S, M (25 feet of rope, which the spell consumes)
- Duration: 8 hours
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.
References:
- Wizard
- Fighter (Eldritch Knight)
- Magic Initiate (Wizard Spells)
- Bard (Magical Secrets)
- Artificer
- Wizard (Abjurer)
- Fighter (Eldritch Knight)
- Ranger
- Rogue (Arcane Trickster)
- Warmage (House of Bishops)
- Bard
- Druid
- Rogue (Arcane Trickster)
- Artificer Initiate
- Bard (College of Lore)
Sources
Xanathar’s Guide to Everything p. 165