Lysander
2009-08-12, 01:24 PM
Wizards are very protective of their secrets and take great steps to guard their spellbooks. Traps like Explosive Runes or Symbols of X can play a part in the defense, but sometimes the contents of the book itself are a ruse.
A Trap Spell is a mislabeled spell that does something other than its description, often something very harmful to its caster. Usually the thieving magician only discovers the spell is a fake when they first cast it. Sometimes the trap is merely wasted time and expense in copying it to their own spellbook, at other times a harmful or even deadly effect. A magician must still research or learn a trap spell to inscribe it in their spellbook for others to find but they will obviously never cast it themselves.
Trap spells must be disguised as spells of the same level and magical school as the trap effect. While copying, a spell can be identified as a trap and its true effect discerned with a DC20 + Spell level spellcraft check. After identifying a spell as a trap a caster can use it to guard their own spellbook.
A caster receives no Reflex saving throw to avoid trap spells they cast, even if the spell allows it for others in the area. They may receive fortitude or will saves if the spell allows it. Magicians usually bypass any spell resistance they may have when using a trap spell.
Example Traps:
Fizzle
Evocation
Level: Sor/Wiz 1-9
Casting Time: 1 round
Effect: Crackling sparks
Duration: 1 round
Saving Throw: No
Spell Resistance: No
This trap spell can be researched and disguised as a powerful attack spell of any level. When cast it merely creates a bright shower of harmless sparks, wasting the spell slot used to prepare it.
Blast
Evocation
Level: Sor/Wiz 3
Casting Time: 1 round
Effect: Explosion
Duration: 1 round
Saving Throw: Dex for half damage
Spell Resistance: No
This trap spell can be researched and disguised as a powerful attack spell. When cast it creates a huge explosion, dealing 6d6 force damage to the caster and all within 10 feet.
Theft Alarm
Abjuration
Level: Sor/Wiz 1
Casting Time: 1 round
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: No
When cast this spell mentally sends the magician who originally researched the spell your true name and an image of your face. To the caster the spell merely seems to have had no effect.
Arcane Blindness
Divination
Level: Sor/Wiz 3
Casting Time: 1 round
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: No
This spell is often disguised as Arcane Sight, but is actually a Blindness spell targeting the caster.
Animate Foes
Necromancy
Level: Sor/Wiz 4
Casting Time: 1 round
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This trap spell is disguised as Animate Dead, but the creatures created do not obey commands and immediately and relentlessly attack the caster.
A Trap Spell is a mislabeled spell that does something other than its description, often something very harmful to its caster. Usually the thieving magician only discovers the spell is a fake when they first cast it. Sometimes the trap is merely wasted time and expense in copying it to their own spellbook, at other times a harmful or even deadly effect. A magician must still research or learn a trap spell to inscribe it in their spellbook for others to find but they will obviously never cast it themselves.
Trap spells must be disguised as spells of the same level and magical school as the trap effect. While copying, a spell can be identified as a trap and its true effect discerned with a DC20 + Spell level spellcraft check. After identifying a spell as a trap a caster can use it to guard their own spellbook.
A caster receives no Reflex saving throw to avoid trap spells they cast, even if the spell allows it for others in the area. They may receive fortitude or will saves if the spell allows it. Magicians usually bypass any spell resistance they may have when using a trap spell.
Example Traps:
Fizzle
Evocation
Level: Sor/Wiz 1-9
Casting Time: 1 round
Effect: Crackling sparks
Duration: 1 round
Saving Throw: No
Spell Resistance: No
This trap spell can be researched and disguised as a powerful attack spell of any level. When cast it merely creates a bright shower of harmless sparks, wasting the spell slot used to prepare it.
Blast
Evocation
Level: Sor/Wiz 3
Casting Time: 1 round
Effect: Explosion
Duration: 1 round
Saving Throw: Dex for half damage
Spell Resistance: No
This trap spell can be researched and disguised as a powerful attack spell. When cast it creates a huge explosion, dealing 6d6 force damage to the caster and all within 10 feet.
Theft Alarm
Abjuration
Level: Sor/Wiz 1
Casting Time: 1 round
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: No
When cast this spell mentally sends the magician who originally researched the spell your true name and an image of your face. To the caster the spell merely seems to have had no effect.
Arcane Blindness
Divination
Level: Sor/Wiz 3
Casting Time: 1 round
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: No
This spell is often disguised as Arcane Sight, but is actually a Blindness spell targeting the caster.
Animate Foes
Necromancy
Level: Sor/Wiz 4
Casting Time: 1 round
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This trap spell is disguised as Animate Dead, but the creatures created do not obey commands and immediately and relentlessly attack the caster.