Fire Trap
System: Pathfinder | SRD
Level: Arcanist: 4; Druid: 2; Elementalist Wizard: 4; Hunter: 2; Hunter: 2; Sorcerer: 4; Wizard: 4
School: abjuration
Casting time: 10 minutes
Components: V, S, M (gold dust worth 25 gp)
Range: touch
Duration: permanent until discharged (D)
Saving throw: Reflex half; see text
Spell resistance: yes
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).
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