Fire Trap (spell)

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Fire Trap (spell).jpg

Fire trap is a spell that converts any object with the capability to open and close, such as a book, box, bottle, chest, coffer, coffin, drawer, door, door lock or similar item into a perilous trap. This transformation only works on objects that are in a closed state at the time the spell is cast. Subsequently, if anyone other than the caster attempts to open it, the trap triggers, erupting in flames and causing damage. The caster, however, can open and close the object without setting off the trap, and the object remains fire-trapped during this period.

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), mage (4th)

The explosive discharge causes no harm to the trapped object or its contents. However, any creatures handling the object suffer damage equal to 1d4 hit points per level of the caster. Those affected make a saving throw versus a breath weapon; a successful save halves the damage, disregarding any fractions. Additionally, all items worn or carried on the front of the affected creature's upper body make save vs. normal fire.

The spellcaster can create one new fire trap each day, with a maximum limit of 1 trap per level. If the caster exceeds this limit, the earliest fire trap created by the caster is dispelled.

Uses as a Grenade

Fire-trapped objects can be carried and handled without difficulty so long as they're not dropped. A dropped fire-trap bomb may affect the caster as well as anyone else — which is also true if a caster carrying such a device is affected by an unexpected crushing blow of some kind. Fire-trapped objects with a catch-lid are highly likely (19 in 20) to pop open and explode upon impact. Stoppered ceramic or glass containers are less likely to break (18 in 20).

When employed as a grenade, the caster selects a target for throwing; for best effect, this ought to be a hard surface, a wall, door or floor. The failure of a fire-trapped grenade to either hit or break might be that it has been caught in the clothes of an enemy and harmless rolled to the floor. When throwing, the caster rolls a d20 to hit, needing to achieve armour class (AC) 10 to hit the desired target.

A successful hit inflicts "direct" damage to the target, while those within 2 combat hexes of the target suffer grenade damage. In the case of a "miss" the dungeon master rolls a d6 to determine which random hex around the target is actually hit. Grenade damage is then calculated based on the random roll — with no direct damage accruing to any person.

Coupling with Other Spells

A fire trap is highly effective when combined with spells such as wizard lock or hold portal, since doors closed by these spells can also be fire trapped — thus a knock spell, opening the door, sets off the fire trap.

Logically, the front door of a Leomund's tiny hut could be similarly trapped. However, the spell could not be used in association with a Leomund's trap because in the case of the latter no actual trap exists.


See also,
Pocket Timepiece (sage ability)
Remove Magical Traps (sage ability)
Subterranean (range)
Unlock (cantrip)
Wrap (cantrip)