Fire Trap (Spell)

From Epic Path
Jump to navigation Jump to search

Template:Spell

| Alchemist=

| Bard=

| Cleric=

| Druid=2

| Paladin=

| Ranger=

| Sorcerer/Wizard=4

| School=Abjuration

| CastTime=10 minutes

| Components=V, S, M (gold dust worth 25 gp)

| Range=Touch

| Target=object touched

| Duration=permanent until discharged (D)

| Save=REFL half; see text

| Save-DC=

| Lays-Charge=

| Lays-Dual-Charge=

| Charge-Notes=

| SR=yes

| Description =Fire Trap creates a fiery explosion when an intruder opens the item that the trap protects. A Fire Trap spell can ward any object that can be opened and closed.

When casting Fire Trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of Fire Damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
A fire-trapped item cannot have a second closure or warding spell placed on it. A Knock (Sorcerer/Wizard Spell) does not bypass a Fire Trap. An unsuccessful Dispel Magic does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.
Magic traps such as Fire Trap are hard to detect and disable. A character with Trapfinding (Ex) can use the Perception skill to find a Fire Trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's Fire Trap or DC 29 for the arcane version).

| ShortDesc=Opened object deals 1d4 Fire Damage + 1/lvl.

| Reviewed= }}