Level
1st
Casting Time
1 Action Ritual
Range/Area
30 ft.
Components
S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Damage

You create three spectral traps. These traps take concentration for up to an hour. These traps stick with you like goodberry and will look like a couple of rusty coins. It takes an action to make these traps but a bonus action to toss them into there deployed areas. You can toss as many traps as you like as that bonus action. The trap only takes up its 5ft hex. When any creature or object enters its hex the trap goes off. The creature is unaffected by the trap if it has barkskin, shield, or is immune to magical piercing. The creature then must make a Strength saving throw against your spell DC or be grappled. The creature may repeat the save at the beginning of each of its turns. But the creature may forgo making the save by ripping itself out of the trap taking 1d6 slashing damage. If a trap does go off you may use an action to reset the trap if within 30ft of you.

If a creature makes a perception check that beats your spell DC they see one of the traps. These traps cannot be seen by a passive perception equal to or lower then your spell save DC.

Trap Tinkering. Once a trap is deployed you may expend a charge of magical tinkering to change the abilities of that trap.

Log Swing. Log Swing can only be done if there is a ceiling or thick branch of sort over the original trap. When someone enters the hex of the Log Swing they must make a dexterity saving throw against your spell DC or get pushed back 10ft and knocked prone.

Bird Bind. Bird Bind only works on creatures in the air it is similar to a regular trap but only deals d4's of piercing instead of d6's of slashing. When a creature that is airborne goes in the same hex within 20ft above Bird Bind the creature must make a strength saving throw against your spell save DC or be dragged to the floor although this trap does not grapple.

Poison Pike. Poison Pike makes it so when a creature enters its hex it must make a CON save against your spell DC or take the poisoned condition. This trap deals no damage and does not grapple.

Tracking Tag. Tracking Tag deals no damage neither does it grapple. When a creature enters the hex of this they must make a intelligence or wisdom save against your spell DC +5. if the creature succeeds it notices the trap and avoids it. If the creature fails it gets tagged and can be tracked for the duration of the spell if on the same plane. If the creature leaves the plane the spell is ended. This trap cannot be reset.

Land Mine. Land mine can be created by using 2 traps and the magical tinkering. This trap once placed will make a small beeping noise making it so any creature making a perception check to find it has advantage. This trap deals double the amount of usual damage as force instead of slashing. If a creature enters the hex of the land mine they must make a dexterity saving throw against your spell DC. On a success the creature takes half damage. On a fail the creature takes full damage and is launched 10ft into the air. This trap cannot be reset.

 

At Higher Levels. When the spell is upcasted the number of traps increase every odd number (3rd Level 4 traps, 5th level 5 traps, 7th level 6 traps, 9th level 7traps) the number of d6 increase every even level (2nd level 2d6, 4th level 3d6, 6th level 4d6, 8th level 5d6)

* - (Anything around that can be made into a trap (sticks, bones, rocks, metal, etc.))

Previous Versions

Name Date Modified Views Adds Version Actions
5/11/2023 10:01:25 PM
12
0
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Coming Soon
5/11/2023 11:49:30 PM
4
0
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Coming Soon

Spell Tags: Damage

Condawg_09

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