Level
3rd
Casting Time
1 Action
Range/Area
600 ft.
(30 ft.2)
Components
V, S, M *
Duration
Concentration
1 Minute
School
Illusion
Attack/Save
INT Save
Damage/Effect
Charmed (...)
You conjure a dimly glowing, spectral illusion resembling a faintly shifting figure or object of your choosing, floating up to 5 feet above the ground. The lure slowly moves within a 150-foot radius of where it was cast, appearing unnatural but eerily enticing.
Any creature that comes within 30 feet of the lure feels an unnatural pull and must make an Intelligence saving throw (DC = your spell save DC). On a failure, they:
- Perceive the lure as something significant—a source of knowledge, safety, or power.
- Feel compelled to touch it, unless they have a strong reason to resist.
The moment a creature physically interacts with the lure, the trap is triggered:
- The creature is instantly teleported to a location pre-designated by the caster within 1 mile.
- If the location is occupied, the creature appears in the nearest unoccupied space.
- The illusion dissipates immediately after activation.
At Higher Levels:
- 4th-level: You can place three separate lures, each with its own teleportation point.
- 5th-level: The lure now creates a faint whispering sound, luring creatures more effectively.
- 6th-level: You can delay the teleportation effect by up to 1 minute after activation, allowing the creature to linger before vanishing.
- 7th-level: Instead of teleporting to a fixed point, the victim is transported into a pocket dimension for up to10 minutes before being returned or extracted.
- 8th-level: You can store multiple creatures in the pocket dimension at once, keeping them trapped until the spell ends.
- 9th-level: The lure becomes semi-intelligent, moving toward nearby creatures and prioritizing high-value targets.
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