Difference between revisions of "Fire Trap (spell)"

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[[File:Fire Trap (spell).jpg|right|490px|thumb]]
 
[[File:Fire Trap (spell).jpg|right|490px|thumb]]
 
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'''Fire trap''' transforms any existing object able to open and close — a book, box, bottle, chest, coffer, coffin, drawer, door and so on — into a dangerous [[Trap|trap]].  The object must be closed when the spell's cast; thereafter, if anyone but the caster opens it, the trap explodes in fire, causing [[Damage (hit points)|damage]].  The caster can open and close the object without incident, during which time the object continues to be fire trapped.
  
 
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| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
| level = [[Druid 2nd Level Spells|druid (2nd)]]
 
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The explosion causes no damage to the trapped object, nor to its contents.  Creatures handling the object, however, suffer 1d4 [[Hit Points|hit points]] damage per [[Experience Level|level]] of the caster.  A [[Saving Throws|saving throw vs. breath weapon]] is allowed; a successful save halves the damage, discarding fractions.  All items that the caster wears or carries on the front of his or her upper body, at the front, must make [[Saving Throws for Items|save vs. normal fire]].
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The spellcaster can produce one new fire trap per day, up to a '''maximum of 1 trap per level'''.  If the caster exceeds this limit, then the earliest existing fire trap the caster has made is dispelled.
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== Use as a Grenade ==
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Fire trapped objects can be carried and handled without difficulty, so long as they're not dropped.  If the trap is thrown, objects with a catch-lid are likely (19 out of 20) to open and explode.  Ceramic or glass containers must make save vs. a crushing blow if hurled.
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Used as a grenade, the caster chooses a target to throw at; this may be a creature or it may be specific combat hex — if the latter, then only "grenade" damage is caused. The caster rolls a d20 [[Roll to Hit|to hit]], needing to achieve [[Armour Class|armour class]] (AC) 10 to hit the desired target.  In the case of a '''hit''', "direct" damage is delivered to the target; those within 2 [[Combat Hex|combat hexes]] of the target take grenade damage.  If a '''miss''' occurs, then the caster needs to roll a d6 to determine which random hex around the target hex was hit, determining who receives grenade damage.  There is no splash damage.
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== Coupling with Other Spells ==
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A fire trap functions excellently when used in tandem with spells like [[Wizard Lock (spell)|wizard lock]] or [[Hold Portal (spell)|hold portal]].  A [[Knock (spell)|knock]] spell sets off a fire trap.
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See [[Remove Magical Traps (sage ability)]]
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[[Category: Druidical Spells]]

Revision as of 22:15, 28 December 2021

Fire Trap (spell).jpg

Fire trap transforms any existing object able to open and close — a book, box, bottle, chest, coffer, coffin, drawer, door and so on — into a dangerous trap. The object must be closed when the spell's cast; thereafter, if anyone but the caster opens it, the trap explodes in fire, causing damage. The caster can open and close the object without incident, during which time the object continues to be fire trapped.

Fire Trap
Range touch
Duration until discharged; see text
Area of Effect 1 object
Casting Time 1 round
Saving Throw ½ damage if save
Level druid (2nd)

The explosion causes no damage to the trapped object, nor to its contents. Creatures handling the object, however, suffer 1d4 hit points damage per level of the caster. A saving throw vs. breath weapon is allowed; a successful save halves the damage, discarding fractions. All items that the caster wears or carries on the front of his or her upper body, at the front, must make save vs. normal fire.

The spellcaster can produce one new fire trap per day, up to a maximum of 1 trap per level. If the caster exceeds this limit, then the earliest existing fire trap the caster has made is dispelled.

Use as a Grenade

Fire trapped objects can be carried and handled without difficulty, so long as they're not dropped. If the trap is thrown, objects with a catch-lid are likely (19 out of 20) to open and explode. Ceramic or glass containers must make save vs. a crushing blow if hurled.

Used as a grenade, the caster chooses a target to throw at; this may be a creature or it may be specific combat hex — if the latter, then only "grenade" damage is caused. The caster rolls a d20 to hit, needing to achieve armour class (AC) 10 to hit the desired target. In the case of a hit, "direct" damage is delivered to the target; those within 2 combat hexes of the target take grenade damage. If a miss occurs, then the caster needs to roll a d6 to determine which random hex around the target hex was hit, determining who receives grenade damage. There is no splash damage.

Coupling with Other Spells

A fire trap functions excellently when used in tandem with spells like wizard lock or hold portal. A knock spell sets off a fire trap.


See Remove Magical Traps (sage ability)