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.
Snare
Level 1 Abjuration
Casting Time1 minute
RangeTouch
Duration8 hour
Components
S, M
Spell Description
This trap is nearly invisible, requiring a successful Intelligence () 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 there until the spell ends.
A 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 someone else who can reach it can use an action to make an Intelligence () check against your spell save DC. On a success, the effect ends.
After the trap is triggered, the spell ends when no creature is by it.