Snare (spell)

From The Authentic D&D Wiki
Jump to navigationJump to search
Snare (spell).jpg

Snare is a spell that conjures a fairly simple trap that's designed to capture an animal or humanoid victim without causing inordinate harm. When a creature steps into the area of effect, a saving throw vs. paralysation is made; if this fails, the creature is swiftly upended and suspended above the ground to a height up to 15 feet, as pre-designated by the caster.

Snare
Range touch
Duration until triggered; see text
Area of Effect 10 ft. diameter circle
Casting Time 2 rounds
Saving Throw negates
Level druid (3rd)

For the spell to work, the area of effect must be located beneath a sturdy branch or fixture of some kind; the actual rope is magical in form, and need not be provided beforehand. When the creature is released from the snare, the rope disappears.

Characters who possess knowledge in setting traps gain a +1 bonus to their save for every level of experience they possess.

Escape

Those caught by the snare cannot free themselves, as the rope won't cut, not even with a magic weapon — the magic simply reforms itself. If not released, the creature is held for one hour, whereupon the magic is dispelled. Falling damage depends upon the situation and the height the creature is held above the ground.

Naturally, dispel magic is effective.

Limitations

Since a snare may last for any period until it's triggered, the caster can create a new snare every day, so that more than one may exist at any one time. However, the total number cannot exceed the caster's level. If a new snare is created thereafter, the earliest snare created by the caster is dispelled.

Creatures weighing over 500 lbs. cannot be caught or lifted by the spell.


See Set Snare (sage ability)