Scattering Trap

Player's Handbook II (PH2)Updated Supplementals (3.5)

Scattering Trap is a D&D 3.5 spell (Conjuration (Teleportation)) from PH2. On class lists for Sorcerer (Level 3), Wizard (Level 3), Abjurer Variant (Level 3), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Reflex negates; Duration: 1 round/level; Casting time: 1 standard action.

School
Conjuration (Teleportation)
Casting Time
1 standard action
Components
V, S, M
Range
Close (25 ft. + 5 ft./2 levels)
Area
One 5 ft. sq./2 caster levels
Duration
1 round/level
Saving Throw
Reflex negates
Spell Resistance
Yes

Areas you designate on the floor flare dimly.
This spell imbues a number of 5-foot squares you designate with a teleportation trap.
A creatures moving through one of these squares and failing its saving throw is teleported 1d6 squares in a random direction (use the Missing with a Thrown Weapon diagram, PH 158).
If reaching the destination involves teleporting the subject into a solid space such as within a wall, the subject is forcibly shunted into the nearest open space and takes 1d6 points of damage.
When you cast this spell, the 5-foot squares you designate do not have to be adjacent but must all be within 30 feet of one another.
Material Component: A pinch of dandelion seeds.