Level 4 Conjuration
Casting Time: Action
Range: 90 feet
Components: V, S, M (a tiny toy bear trap)
Duration: Concentration, up to 1 minute
You trap a 30-foot square area on the ground within range. The area is filled with traps of all kinds, such as rolling boulders, snapping metallic jaws, poison darts flying about, spurts of flame, zaps of lightning, and more. The traps all flicker in and out of existence in unpredictable locations. The area is Difficult Terrain, and creatures within it have Disadvantage on all Wisdom (Perception) checks due to the terrifying images and cacophonous din.
Traps are not triggered by stationary creatures. However, any creature that moves within the area on a turn triggers a trap. A target can trigger no more than one trap per turn. When a trap is triggered, roll a d20 on the Blink Traps table and apply the result. Attack rolls are made using your spell attack bonus and deal 4d10 damage of the type indicated on a hit. Saving throws use your spellcasting DC and deal 4d10 damage of the type indicated, or half damage on a successful save.
Blink Traps Table
| d20 | Damage | Effect |
|---|---|---|
| 1 | — | Two traps! Roll twice more, ignore & reroll 1s / 20s |
| 2–3 | Thunder | Constitution Save |
| 4–5 | Cold | Constitution Save |
| 6–7 | Acid | Dexterity Save |
| 8–9 | Lightning | Dexterity Save |
| 10–11 | Fire | Dexterity Save |
| 12–13 | Bludgeoning | Attack Roll |
| 14–15 | Piercing | Attack Roll |
| 16–17 | Slashing | Attack Roll |
| 18–19 | Poison | Attack Roll |
| 20 | — | No trap! What amazing luck. |
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
This spell is said to have been designed by Ethon, a wild mage who stereotypically loved chaos magic. Arcanists theorize the traps are brought to the area from all around the world, explaining why trapsmiths find traps randomly needing reset without any sign of how they were triggered.
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