2nd-level Spell: Time Trap
High Magic (Transmutation)
You disrupt time in an empty 5-foot cube you can see within range. The first time a creature enters the area, it must make a Wisdom saving throw. On a failure, a creature that is completely inside the cube is stunned, while a creature that is only partly within the cube (e.g. a Large or larger creature) is restrained, as part of its body becomes frozen in time. On a success, the creature’s speed is halved instead. Any affected creature recovers at the start of its next turn. The trap can only be sprung once, and the spell ends at the start of the trapped creature’s next turn.
The trapped area is subtly distorted, and any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to detect the trap.
Source: KCC
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (handful of sand from an hourglass)
- Duration: 1 hour
- Ritual: No
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