Pathfinder
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Fire Trap
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 spell 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 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).