Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, M *
Duration
8 Hours
School
Evocation
Attack/Save
None
Damage/Effect
Control (...)

You set a trap against unwanted intrusion. Choose two points within 30ft of each other and with an unobstructed line of sight, until the spell ends these two points are linked by an invisible and intangible tripwire. An alarm alerts you whenever a small or larger creature passes through the wire or the wire is obstructed by an object. When you cast the spell, you can designate creatures that won't set off the alarm.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the wire. This ping awakens you if you are sleeping. When pinged by the spell, you can choose to Rearm the wire or to Spring the Trap.

Rearm: You reactivate the wire and it resumes its functions until it is tripped again or the spell ends, if it is unable to reestablish a connection within a minute, the trap springs.

Spring the Trap: Springing the trap creates one of the following effects targeting the area in a 15ft radius of the center of the wire. Roll 1d6 to determine the effect. All traps use the caster's spell save DC.

  1. Solar Flare- A blinding light encases the area for a moment, all creatures must succeed on a Constitution saving throw or take 1d8 psychic damage and be blinded for 1 minute.
  2. Thunderclap- A clap of thunder sounds from the center of the area, all creatures must succeed on a Constitution saving throw or take 1d8 force damage and be deafened for 1 minute. The thunder can be heard from up to 300 feet away.
  3. Skunk- A cloud of nauseous gas fills the space for a moment, all creatures must succeed on a Constitution saving throw or take 1d8 poison damage. Creatures damaged by this trap have disadvantage on all stealth and charisma checks for an hour as the smell lingers on them.
  4. Cold Snap- A ball of ice appears and then detonates in the center of the area, all creatures must succeed on a Dexterity saving throw or take 3d8 cold damage.This damage is halved on a success.
  5. Eruption- Flames erupt from the earth under the creatures, all creatures must succeed on a Dexterity saving throw or take 3d8 fire damage.This damage is halved on a success.
  6. Static Shock- Lightning arcs from creature to creature, all creatures must succeed on a Dexterity saving throw or take 3d8 lightning damage. This damage is halved on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of each effect increases by 1d8 for each slot level above 3rd.

* - (A ranged weapon and two pieces of ammunition (that the spell consumes))

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2020 1:59:43 AM
5
1
1
Coming Soon

Spell Tags: Damage Control

Available For: Ranger (Legacy)

DeathByRicochet

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