Level
2nd
Casting Time
1 Minute
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Piercing (...)

"It's like they have nothing better to do all day than to make us Rogues miserable."

You touch a surface no larger than 5 feet square, a door, or a large or smaller object and create a simple magical trap. Traps you create with this spell can be detected with a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC. Similarly, they can be disarmed with a check against your spell save DC. You can choose one trigger and one effect from the following:

Pressure Trigger. If a creature small or larger steps on a surface with this trigger, the trap fires.
Touch Trigger. If a creature touches a surface or object with this trigger, the trap fires.
Movement Trigger. If a creature moves an object or door with this trigger, the trap fires.
Sound Trigger. If a creature says the command word, the trap fires.

Phantom Spear Effect. A phantom spear is conjured in front of the triggering creature. Make a melee spell attack against the creature, dealing 3d8 magical piercing damage on a hit.
Gout of Flame Effect. A blast of flame singes everything within 5 feet of the trap. Creatures within range must make a dexterity saving throw or take 3d8 fire damage or half as much on a success.
Poison Gas Effect. A palid green cloud emerges from the trap. The triggering creature takes 3d8 poison damage and must make a Constitution saving throw. On a failed save they are poisoned for one round.
Booming Blast Effect. An alarm sound of your choice blares out, audible for up to 600 feet. The triggering creature must make a Constitution saving throw, falling prone and taking 3d8 thunder damage on a failure, or half as much damage on a success.

At Higher Levels. The damage of the trap effects increases by 1d8 for every level of spell slot used above 2nd.

Spell Tags: Detection

Available For: Cleric (Legacy) Druid (Legacy) Ranger (Legacy)

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