Fire Trap– 2nd Level Priest Spell (Player’s Handbook)

Fire Trap– 2nd Level Priest Spell (Player’s Handbook)

Fire Trap– 2nd Level Priest Spell (Player’s Handbook)





Fire Trap


(Abjuration, Evocation)




Sphere: Elemental (Fire)



Range: Touch

Components: V, S, M

Duration: Permanent until discharged

Casting Time: 1 turn

Area of Effect: Object touched

Saving Throw: ½



Any closeable item (book, box, bottle, chest, coffer, coffin, door, drawer,
and so forth) can be warded by a fire trap spell. The spell is centered on a point selected by the spellcaster. The item
so trapped cannot have a second closure or warding spell placed upon it. A knock spell cannot affect a fire trap in any way–as soon as the offending party
opens the item, the trap discharges. As with most magical traps, a thief has only
half his normal find traps score to detect a fire trap. Failure to remove it
successfully detonates it immediately. An unsuccessful dispel magic spell will not detonate the spell. When the trap is discharged, there will be
an explosion of 5-foot radius from the spell’s center. All creatures within
this area must roll saving throws vs. spell. Damage is 1d4 points plus 1 point
per level of the caster, and half that total amount for creatures successfully
saving. (Under water, this ward inflicts half damage and creates a large cloud of
steam.) The item trapped is not harmed by this explosion.


The caster can use the trapped object without discharging it, as can any
individual to whom the spell was specifically attuned when cast (the method usually
involves a key word).


To place this spell, the caster must trace the outline of the closure with a
stick of charcoal and touch the center of the effect. Attunement to another
individual requires a hair or similar object from the individual.


The material components are holly berries.




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