You stretch a length of wire across a space you can reach, creating an invisible, magical tripwire. When the spell ends, the physical materials vanish, leaving behind a nearly imperceptible trap. The tripwire is invisible and requires a successful Intelligence (Investigation) check against your spell save DC to detect.
Trigger. When a creature moves through the tripwire’s space, it must make a Dexterity saving throw. On a failed save, the creature:
- Falls prone and takes 1d6 bludgeoning damage.
- Cannot stand up without spending half its movement until the end of its next turn.
On a successful save, the creature avoids falling prone but still takes 1d6 bludgeoning damage. Each tripwire can be triggered up to three times, and a creature can trigger it only once per turn. After the third trigger, the magic fades, and the trap ends.
Ranger’s Awareness. When a trap you created is triggered, you are immediately aware of its activation while on the same plane of existence. You know the direction of the trap relative to you, but not the identity of the triggering creature. This awareness requires no concentration.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell improves for each slot level above 2nd. You can either create one additional tripwire or increase the length of each tripwire by 15 feet.
* - (a length of wire or cord and a sharpened twig, which the spell consumes)
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