magical, transmutation
- Casting Time: 3 actions; Material and Somatic
- Range: touch
- Target: 1 rope, vine, or other such object
- Duration: indefinite; see text (D)
- Save: Reflex save; see text
You cause the target to become a well-hidden trap with the magical tag. Select a nearby area of 5 feet where you place this trap. When a creature steps into the area, they trigger the trap and must make a Reflex save or suffers the effects of Snare. When you cast this spell, select which type of trap you set:
- Pinning Trap. This inflicts the Immobile condition on the triggering creature depending on their Reflex save. On a success the creature is Hampered 10, on a failure the creature gains the Immobile and Prone condition, and on a critical failure the creature gains the Immobile and Prone conditions and the DC to escape is 5 higher.
- Spring Trap. This deals a number of d4s bludgeoning damage equal to half your Proficiency Score and levers the triggering creature into the air depending on their Reflex save. On a success the creature gains the Prone condition, on a failure the creature takes full damage and is levered into the air which increase the DC to escape by 5, and on a critical failure the creature takes double damage and is levered into the air in such a way as to increase the DC to escape by 10.
- Tangling Trap. This deals a number of d4s bludgeoning damage and inflicts the Entangled condition depending on their Reflex save. On a success the creature takes half damage, on a failure the creature takes full damage and is Entangled until they escape the trap, and on a critical failure the creature takes double damage and is Entangled until they escape the trap with the DC to escape 5 higher.
A snare, whether triggered or not, can be disabled with a Thievery check. A triggered snare can also be disabled through damage. A snare has AC 5, Hardness 7, and a Toughness Score equal to your Proficiency Score. All checks to find or disable this trap are against your Spell DC. Snare is on the Primal Spell List.