1. Abilities

Elemental Rune Trap

Level: 5th Casting Time: 1 Action Range: 60 ft. Components: V, S
Duration: 10 Minutes School: Evocation Attack/Save: None Damage/Effect: Air, Earth, Fire Water, etc.


You place a Large, intangible rune made of energy from the Elemental Planes that appears in an unoccupied space within range. Choose the rune's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The rune lasts for the duration.

Whenever a creature you can see enters the rune's space or starts its turn within 5 feet of the rune , you can force that creature to make a Dexterity saving throw if the rune has no creature Restrained. On failed save, the target takes 8d8 damage of the rune's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the rune's type. On a successful save, the target isn’t Restrained by the rune.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.