You weave elemental energies to protect your movement and to set up ambushes.
A small unarmed trap appears on the ground within range, that is 2.5 ft in diameter, it counts as a creation of magical force, but is affected by gravity. it is invisible to all creatures, outside those that you designate when you cast the spell, and you pick a type of trap: Bear, Poison, Fire, Lightning, Cold, Nature, Needle, Turret. A trap lasts for 1 hour, and arms at the end of your next turn.
The effects of the trap whilst armed are determined by the type of trap you chose:
- Bear- When a creature steps onto the trap, it makes a dexterity saving throw. On a failed save, it takes 3d6 piercing damage and is restrained, half as much damage on a successful save and is not restrained. At the end of each of their turns, a target restrained in this way takes 1d4 necrotic damage. A creature can use their action to attempt a strength (athletics) check against your spell save DC to remove the trap. On a success, the trap is destroyed.
- Poison- When a creature comes within 5 ft. of the trap, noxious green gas appears completely within 5 ft. of the trap, and the trap is destroyed. The gas is a fog that is heavily obscured, and lasts for 1 minute, or until a strong wind blows the gas away. When the gas appears, and when a creature ends its turn in the area, it must make a constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is incapacitated until the start of their next turn, and is poisoned for 1 minute, half as much damage and is not poisoned or incapacitated on a successful save. A creature holding its breath or one that does not need to breathe automatically succeeds on the saving throw.
- Fire- When a creature steps onto the trap, blazing column appears. Each creature within a cylinder that is 10 ft. wide and 15 ft. high must make a dexterity saving throw. On a failed save, a target takes 3d6 fire damage and is ignited, half as much on a successful save and is not ignited. The trap is then destroyed. A target within a cylinder that is 5 ft. wide and 15 ft. high makes the saving throw at disadvantage. This also ignites any flamable objects not being worn or carried in the area. An ignited creature takes 1d6 fire damage at the start of each of their turns. A creature can use their action to put out the fire, ending the effect.
- Lightning- When a creature moves within 5 ft. of the trap, it explodes with a burst of lightning. Creatures within 5 ft. of the trap must make strength saving throws, with disadvantage if they are wearing armour made out of metal. On a failed save, a target takes 3d6 lightning damage and is paralyzed for 1 minute, or half as much damage and is not stunned on a successful save. The trap is then destroyed. A paralyzed target can repeat the saving throw whenever they take damage.
- Cold- When a creature steps onto the trap, a blast of freezing cold appears. Within a 10 ft. radius sphere on the ground, the area becomes slick ice for 1 minute. A creature that moves within the area for the first time on a turn must make a dexterity (acrobatics) check against your spell save dc, falling prone on a fail. Additionally, the target makes a constitution saving throw. On a failed save, a creature takes 3d6 cold damage and their movement speed is reduced by 10 ft. for 1 minute, and has disadvantage on attack rolls whilst their movement speed is reduced in this way. A creature takes half as much damage on a successful save and suffers no movement speed reduction.The trap is then destroyed. A creature can repeat the saving throw at the start of each of their turns, ending the effect on a success.
- Nature- When a creature steps onto the trap, a mass of vines appears. Within a 20 ft. radius sphere, plants fill the area along solid surfaces, causing it to become difficult terrain. Each 5 ft. takes 1 minute to clear. The target must succeed on a strength saving throw, or be knocked prone. The trap is then destroyed.
- Needle- When a creature moves within 10 ft. of the trap, you can use your reaction to cause the trap to detonate. Each creature within 15 ft. of the trap must make a dexterity saving throw. A creature takes 6d4 slashing damage on a failed save, or half as much on a successful one. The trap then detonates a second time at the end of the current turn. The trap is then destroyed.
- Turret- When a creature moves within 30 ft. of the trap, you can use your reaction to cause the trap to fire at the triggering creature. Make 3 ranged spell attacks. On a hit, the target takes 1d4 piercing damage, and this crits on a 19 or 20. afterwards, the target's movement speed is reduced by 5 ft. until the start of their next turn for each attack that hit.
At higher levels. When you cast this spell using a slot of 3rd level or higher, the number of traps you create increase by 1 per level of the spell above 2nd.
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