Fire Trap (Spell): Difference between revisions
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Revision as of 16:10, 1 April 2019
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 (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= }}