1st-level Abjuration
- Classes: Artificer, Druid, Ranger, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
- Duration: Until dispelled or triggered
You infuse a length of cord or rope with magic, transforming it into a magic Snare, pointing it toward an unoccupied space you can see within 30 feet. It unfurls in that space and turns invisible. It can only be detected by a successful Investigation check against your Spell save DC.
The first Small or larger creature to move into that space triggers your Snare and must make a Dexterity saving throw or fall Prone in its space and be Restrained by the Snare. If a creature is unaware of the Snare, it makes this saving throw with disadvantage. If a creature is in the space when you set the Snare, the Snare is instantly triggered.
A Restrained creature makes a Strength saving throw at the end of each of its turns, escaping the Snare on a success. Another creature can use its action to touch the Restratined creature make a Strength check against your Spell save DC, destroying the Snare on a success.
At Higher Levels. If you cast this spell using a 2nd level spell slot, the Snare deals 2d6 slashing damage whenever a creature fails a saving throw to avoid or escape the Snare.
If you cast this spell using a spell slot of 3rd-level or higher, this damage increases by 1d6 for each slot level above 2nd.