You conjure a trap in a 10 foot cube at a location you see that you choose within range. This trap can be your choice of either a flame trap or a spike trap. At your DM's option, you may be able to make other types of traps with this spell, but they have the final say on what this spell can and cannot make.
Additionally, you decide when you cast this spell if the trap triggers when a creature enters the trap's area, when a door or chest in or adjacent to the area is opened, or when a similar condition is met that you specify with your DM. The trap cannot discern friendly creatures from hostile creatures, nor can it tell creatures apart by type or any other characteristics.
When the trap is triggered, creatures in its area must make a Dexterity saving throw. If a creature fails. it takes 3d8 fire or piercing damage, if the trap is a flame or a spike trap, respectively. If the creature succeeds, it takes half this damage. You know immediately that the trap has been triggered, and this spell ends.
The trap is nearly invisible, and creatures that suspect a trap is in an area can make an Intelligence (Investigation) check against your spell save DC to attempt to find it. A location trap can be disarmed by a creature adjacent to its area with a successful Intelligence (Arcana) or Dexterity (Thieves' Tools) check made against your spell save DC. A successful disarm check or a casting of dispel magic (or similar) ends this spell, but you do not inherently know that the trap was disarmed.
At Higher Levels. When you cast with a spell slot of 3rd level or higher, you choose to either increase the area of the trap's cube by 5 feet, or increase the damage it deals by 1d8, for each slot level above 2nd. You can choose individually, for each slot level above 2nd, which of these benefits applies to the trap.
In addition to these benefits, a trap created with a 5th level slot or higher can instead have a duration of permanent. Such traps are still removed when they are triggered, disarmed, or affected by dispel magic or similar. You cannot have more than five permanent traps at any one time, and conjuring a new trap after reaching this limit dispels the oldest permanent trap you conjured with this spell.
* - (a tripwire and a small handful or cogs)
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