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Snare

Level
1
School
Abjuration
Concentration
No
Ritual
No
Casting Time
1 Minute
Duration
8 Hours
Range
Touch
Damage/Effect
Restrained
Save
DEX Save
Verbal Component
No
Somatic Component
Yes
Material Component
Yes
Materials
25 feet of rope, which the spell consumes)
Source
Xanathars Guide To Everything
D&D Beyond Link
www.dndbeyond.com/spells/Snare
Spell Domain
Natural, Arcane

Description

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or some— one else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.