Library / Magic

Fire Trap

Opened object deals 1d4 damage +1/level.

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).

object touched
Casting
System
PF1E
School
Abjuration
Subschool
Element
Casting Time
10 minutes
Range
touch
Target
object touched
Area
Duration
permanent until discharged (D)
Saving Throw
Reflex half; see text
Spell Resistance
Yes
Components
V, S, M
Material Cost
25 gp
Class Levels
Components
V
S
M
gold dust worth 25 gp
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