Level
1st
Casting Time
1 Minute
Range/Area
Touch
Components
S, M *
Duration
Until Dispelled
School
Illusion
Attack/Save
None
Damage/Effect

You touch a surface, container, or door and create an illusory ward against intruders. You cause the target to look as if it is trapped in some way. You decide the details of what the illusory trap looks like, what it does when activated, and how it is triggered. However, the trap is not real, and creatures informed by you that it is illusory are not fooled by it. The illusory trap must be able to fit within a 15-foot cube.

Creatures within 60 feet of the trap subconsciously feel as if the area is dangerous, and the location of the trap is easily identifiable. The illusion can be detected by the spell find traps. Creatures who are not informed by you of the illusion’s existence must make a Wisdom (Insight) check, with disadvantage, against your spell save DC when they discover the trap. On a failure, the creature becomes Frightened of the trap and believes it is extremely dangerous, taking extra care not to trigger it. It can repeat this skill check every 24 hours. On a success, the creature is not afraid of the trap, but does not recognize that it is an illusion. Attempts to disarm the trap always fail; the illusion making the trap seem to constantly reset itself. If the trap is triggered, and the trap is designed to harm what springs it, any creatures that would be harmed by the trap take 1d4 psychic damage. The trap appears to reset itself 1 minute after being triggered.

You can have up to 5 of these illusions active at a time. If you exceed this number upon casting this spell, you choose one illusory trap to dispel.

At Higher Levels. When you cast this spell using a spell slot level of 2nd-level or higher, the maximum size of the illusion increases by 5 feet, and the damage increases by 1d4, for each slot level above 1st.

* - (a small piece of fool’s gold)

Available For: Bard (Legacy) Wizard (Legacy)

twolegmike

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