Level
2nd
Casting Time
1 Minute
Range/Area
Touch (5 ft. )
Components
V, S, M *
Duration
8 Hours
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Piercing (...)

When you cast this spell, you place the sharpened metal on the ground and transform it into a frostbound bear trap that occupies a 5-foot square. This trap is nearly invisible, and requires a successful Wisdom (Perception) check to detect it and a successful Dexterity (Sleight of Hand) check to disarm it. The DC for these checks is equal to your spell save DC. The first time a creature enters the area occupied by this trap, it triggers, it reveals itself, and clamps shut. The creature must make a Dexterity saving throw. If they fail, they take 2d10 piercing damage and 1d10 cold damage, and have their movement speed reduced to 0 while they are trapped. A creature caught in the trap can be freed by using an action to make a Strength check against your spell save DC. If successful, the creature is freed from the trap. Once a creature is freed from the trap, or the trap is disarmed, the spell ends and the trap vanishes.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the piercing or cold damage (your choice) increases by 1d10 per slot level above 2nd.

* - (a sharp piece of metal)

Previous Versions

Name Date Modified Views Adds Version Actions
2/3/2025 9:40:44 AM
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Coming Soon

Spell Tags: Damage Debuff Movement Negation Environment Combat Warding

Available For: Ranger (Legacy) Ranger

MaxMadison

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