An unoccupied surface or a small (10 pounds or less) object you touch is inscribed with an acidic glyph for the spell’s duration. The glyph is considered tiny, and a creature looking for it must succeed a perception or investigation check against your spell save DC. When a creature that you have not excluded from triggering the trap touches it or the small object it is on, the trap triggers its effect and dissipates. When casting this spell, you may choose any number of creatures able to trigger the trap, or any number of creatures unable to trigger the trap. Additionally when casting the spell, choose one of the following effects:
Mine. The trap erupts with acid. All creatures within 5 feet of the trap must succeed a Dexterity Saving Throw against your spell save DC or take 4d6 Acid damage. This damage treats resistant creatures as non-resistant, and immune enemies as resistant.
Flash. The trap erupts with acidic green light. Creatures within 30ft of the trap that can see it and were not excluded during the casting must make a Constitution Save against your Spell Save DC or become Blinded for 1 minute. If in combat, creatures blinded by this effect may repeat their save at the end of their subsequent turns.
Melt. The trap attempts to coat the creature in acid. The triggering creature must make a Dexterity Saving Throw against your Spell Save DC or have their armor class reduced by 2 until they Short Rest or Long Rest. A creature can only fall under the effect of Melt once per day.
Seep. The trap soaks poison into the creature’s skin. The triggering creature must make a Constitution Saving Throw against your Spell Save DC. On a failure, a creature with Poison Immunity instead has Resistance, a creature with Poison Resistance instead has its Resistance ignored, and a creature with no reduction to poison damage becomes Vulnerable. This effect lasts until the creature’s next Long Rest.
Using a Higher-Level Spell Slot. The trap’s duration is doubled for each spell slot level above 2, and Mine’s damage is increased by 1d6 for each spell slot level above 2. Additionally, when using a spell slot of 5th level or higher, the spell lasts until dispelled or activated.
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