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.