Spelltrap
- SchoolAbjuration
- ComponentsV, S, M
- RangeSpecial
- AreaSpecial
- Casting time7
- Duration1 round/level
- SaveNone
(See also: Spelltrap - Lvl 4 (Wizard Spell))
Casting this spell creates a visible silvery oval that hangs over the head of the caster. This oval can absorb spell attacks cast directly on the wizard and discharge them randomly at a later time, within the duration of the spell.
Any spell cast directly on the spellcaster is automatically sucked into the spelltrap. This includes spells that never miss (such as magic missiles) and those requiring the caster's touch, but not area effect spells (such as fireball). The mage using the spelltrap does not know what spells have been absorbed by the spelltrap, other than obvious clues (again such as magic missiles slicing toward him or an enemy wizard shouting power word—kill!). Spell-like abilities are absorbed by the spelltrap, provided that they can be rated against existing wizard or priest spells. If they cannot be rated against a wizard spell of a particular level, then the spell-like effect takes effect on the mage using the spelltrap as if the spelltrap did not exist. If in doubt, such spells can be absorbed, but count as 9th-level spells for purposes of overloading. Spells cast by the wizard on himself are not sucked up by the spelltrap.
The spelltrap can absorb a number of spell levels equal to twice the caster's experience level. A 17th-level wizard can have 34 spell levels absorbed by his spelltrap, with a 1st-level spell counting as one spell level, a 3rd-level spell counting as three spell levels, etc. If the spelltrap is overloaded, it explodes immediately, inflicting 6d4 points of damage upon everyone within 20 feet and stunning the survivors for two rounds (a saving throw vs. spell does not negate the blast damage, but does negate the stun).
As long as a spell is within the spelltrap, the wizard can fire off a random spell lodged within it by pointing at a target and summoning the magical energy. The caster cannot know which spells are within the spelltrap, or if multiple spells are currently trapped, which spell will be fired.
When a spell is released from the trap, roll randomly among the spells currently trapped to determine which one is released. The spell then takes effect as if cast by its original caster, but against the target selected by the spelltrap's caster. If the spell is inapplicable or the target is beyond the range of the spell, the spell is wasted. The target must be within 10 yards per level of the caster in any event for the spelltrapped spell to fire. Spells that require "touch" to be effective can be fired up to a range of 10 yards per level in this fashion.
The spelltrap can be fired in this fashion once per round. It also can fire if physically attacked (with hand-held weapons) immediately against the attacker. Finally, the spelltrap will fire if a dispel magic is cast upon it. These other firings can take place in addition to the one discharge per round permitted to the caster of the spelltrap, and if attacked from multiple directions, will respond multiple times in the same round. The spelltrap itself is immune to hand-held and missile weapons. It will not respond if hit with missile weapons.
The spelltrap will wink out of existence (without discharging remaining spell energies) at the end of the spell's duration. It also will cease to exist if the mage is feebleminded, slain, or rendered unconscious. The spelltrap remains with the caster if he should use magic to change location or even move to another plane.
This spell, it has been suggested, was created by a wizard who disliked other wizards, since the common tactic for battling it (once it is recognized) is to overload the spelltrap with beneficial spells. The material components of this spell are a diamond fragment worth at least 2,000 gp and a moonstone, both of which are lost in the casting. Transmuters and abjurers cannot use the spelltrap.
Sources: Pages From the Mages