{"name":"Mire","spell_level":"3-level","casting_time":"1 action","range":"100ft.","components":"Verbal, Somatic, Material","materials":"a vial of sand mixed with water","duration":"1 hour","school":"Transmutation","attack":"STR Save","effect":"Control","higher_levels":"","classes":"Cleric, Druid, Warlock, Wizard","spell_description":"When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that\u2019s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be [tooltip:While you have the Restrained condition, you experience the following effects: Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage, and your attack rolls have Disadvantage.), Saving Throws Affected (You have Disadvantage on Dexterity saving throws.)]restrained[\/tooltip] by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.","source":"Deep Magic Volume 1","tags":"","templateId":"3000","blockId":"1551491","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"37951","isShared":"on"}