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Pathfinder

Compendium

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Fire Trap

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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).

Attributes

Casting Time
10 minutes
Components
V, S, M (gold dust worth 25 gp)
Duration
Permanent until discharged (D)
Level
Druid 2, Sorcerer/wizard 4
Range
Touch
Saving Throw
Reflex half; see text
School
Abjuration [fire]
Spell Resistance
Yes
Target
Object touched
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