0,Trap,Cantrip Transmutation,1 action,30 feet,S,10 minutes / Lv of caster,You infuse the surface of the ground in a 5 foot cube centered on a point you choose within range with a type
of unstable energy. Fire, cold, air, earth, water, electrictrical. When a Small creature or larger first enters the
area they must succeed on a Dexterity saving throw or suffer the consequences.
Trap Effects/Type:
Fire. Fire causes 1d6 fire damage.
Cold. Cold deals 1d6 cold damage,
Air/Wind. Air causes the creature to be buffeted for 1d6 blugeoning damage or be knocked prone.
(Creature's/DMs choice.)
Earth. Earth will create a pit 5 feet deep. The fall will not cause damage, but will delay the creature as
they get out out of the shallow pit (Creature companions have a 70% chance to stop and laugh
or to help. This can delay still further creatures, if in a pack.
Water. Water will cause the creature to randomly 25% fall into 5 foot deep quicksand, 25% fall into a
mud pit (5 feet deep), 50% fall into a 5 foot deep pool of water. (Crystal clear, brackish, slimey,
etc. but otherwise harmless.) Quicksand and mud will reduce creature movement by
10 feet/ round for 3 rounds.
Electrical. Electrical will cause 1d6 lightning damage.
All effects will cause creatures to spend a round recovering from the stun of sudden damage, or getting up,
climbing out of pits, etc. Once the trap is triggered the effect ends.
You may have no more that 3 such squares active at a time. If the trap is triggered you regain a casting.
Otherwise they can not be regained until a short rest (regain 1 casting), or a long rest (regain all castings),
even if the spell duration has expired. The castings can not be dismissed.
Spell effects must be on the surface of the ground and can not be 'stacked' to create deeper pits.
Multiple spells occupying the same space have no additional effect. Only the last effect specified will be
in effect. This overlay will waste the prior casting. (It was not triggered.).
The trap is nearly invisible and requires a successful check against your spell save DC to be found. Check is
at a bonus if moving slower than normal pace and deficit if moving faster than normal pace.
(+/-1 / category.)
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Pits will increase in depth when you reach 5th level (10 feet), 11th level (20 feet), and 17th level (30 feet).
(May require help to get out. Quicksand and Mud may now suffocate
0,Trap,Cantrip Transmutation,1 action,30 feet,S,10 minutes / Lv of caster,You infuse the surface of the ground in a 5 foot cube centered on a point you choose within range with a type
of unstable energy. Fire, cold, air, earth, water, electrictrical. When a Small creature or larger first enters the
area they must succeed on a Dexterity saving throw or suffer the consequences.
Trap Effects/Type:
Fire. Fire causes 1d6 fire damage.
Cold. Cold deals 1d6 cold damage,
Air/Wind. Air causes the creature to be buffeted for 1d6 blugeoning damage or be knocked prone.
(Creature's/DMs choice.)
Earth. Earth will create a pit 5 feet deep. The fall will not cause damage, but will delay the creature as
they get out out of the shallow pit (Creature companions have a 70% chance to stop and laugh
or to help. This can delay still further creatures, if in a pack.
Water. Water will cause the creature to randomly 25% fall into 5 foot deep quicksand, 25% fall into a
mud pit (5 feet deep), 50% fall into a 5 foot deep pool of water. (Crystal clear, brackish, slimey,
etc. but otherwise harmless.) Quicksand and mud will reduce creature movement by
10 feet/ round for 3 rounds.
Electrical. Electrical will cause 1d6 lightning damage.
All effects will cause creatures to spend a round recovering from the stun of sudden damage, or getting up,
climbing out of pits, etc. Once the trap is triggered the effect ends.
You may have no more that 3 such squares active at a time. If the trap is triggered you regain a casting.
Otherwise they can not be regained until a short rest (regain 1 casting), or a long rest (regain all castings),
even if the spell duration has expired. The castings can not be dismissed.
Spell effects must be on the surface of the ground and can not be 'stacked' to create deeper pits.
Multiple spells occupying the same space have no additional effect. Only the last effect specified will be
in effect. This overlay will waste the prior casting. (It was not triggered.).
The trap is nearly invisible and requires a successful check against your spell save DC to be found. Check is
at a bonus if moving slower than normal pace and deficit if moving faster than normal pace.
(+/-1 / category.)
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Pits will increase in depth when you reach 5th level (10 feet), 11th level (20 feet), and 17th level (30 feet).
(May require help to get out. Quicksand and Mud may now suffocate