Fire Trap (Spell): Difference between revisions
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Template:Spell | |||
<!-- Spell Level --> | <!-- Spell Level --> | ||
<!-- Values: Integer (spell level if castable) or leave blank (if not | <!-- Values: Integer (spell level if castable) or leave blank (if not | ||
available to listed class) --> | available to listed class) --> | ||
| Alchemist = | | Alchemist=<onlyinclude>{{#ifeq:{{{transcludesection|Alchemist}}} | ||
| Bard = | | Alchemist| | ||
| Cleric = | }}</onlyinclude> | ||
| Druid = 2 | |||
| Paladin = | | Bard=<onlyinclude>{{#ifeq:{{{transcludesection|Bard}}} | ||
| Ranger = | | Bard| | ||
| Sorcerer/Wizard = 4 | }}</onlyinclude> | ||
| Cleric=<onlyinclude>{{#ifeq:{{{transcludesection|Cleric}}} | |||
| Cleric| | |||
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| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}} | |||
| Druid|2 | |||
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| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}} | |||
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| Ranger=<onlyinclude>{{#ifeq:{{{transcludesection|Ranger}}} | |||
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| Sorcerer/Wizard=<onlyinclude>{{#ifeq:{{{transcludesection|Sorcerer/Wizard}}} | |||
| Sorcerer/Wizard|4 | |||
}}</onlyinclude> | |||
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}} | | School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}} | ||
| School|[[ | | School|[[Abjuration]] | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}} | | CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}} | ||
| CastTime|10 minutes | | CastTime|10 minutes | ||
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| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}} | | Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}} | ||
| Range| | | Range|Touch | ||
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}}</onlyinclude> | }}</onlyinclude> | ||
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| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}} | | Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}} | ||
| Duration|permanent until discharged (D) | | Duration|permanent until discharged (D) | ||
<!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}} | | Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}} | ||
| Save|[[REFL]] half; see text | | Save|[[REFL]] half; see text | ||
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| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}} | |||
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}}</onlyinclude> | |||
| Lays-Dual-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Dual-Charge}}} | |||
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}}</onlyinclude> | |||
| Charge-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Charge-Notes}}} | |||
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}}</onlyinclude> | }}</onlyinclude> | ||
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}} | | SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}} | ||
| SR|yes | | SR|yes | ||
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: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. | :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 (Spell)]] does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. | :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 (Sorcerer/Wizard Spell)|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. | :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. | ||
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}}</onlyinclude> | }}</onlyinclude> | ||
| Reviewed = N | | Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}} | ||
| Reviewed| | |||
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}}</onlyinclude> | |||
}} | }} |
Latest revision as of 15:30, 6 June 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 (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= }}