Trip the Trap
by ROB MCDONALD () on 96/05/03
From the Spellbook of Rafe von Morborund
Half-elf, Wizard/Rogue, 9/10
- Level
- 2
- School
- Alteration
- Sphere
- Range
- 30 YARDS
- VSM
- V, S, M
- Dur
- Instantaneous
- CT
- 2
- AE
- All traps within a 5 yard radius
- ST
- None
Spell description
To use TRIP THE TRAP, the caster designates a visible point within 30 yards
to be the center of the spell's area of effect. When the spell is complete,
all traps within 5 yards of that point are immediately sprung. The spell
is entirely non-discriminating, and will trip all traps within the area
regardless of their type, range, placement or effect. This spell does not
entitle the caster to any knowledge regarding the traps sprung other than
that he can observe - the caster may be too far away to see a poisoned needle
fire from a hidden peephole, for instance. TRIP THE TRAP does not protect
the mage from affects that extend into his area. If there are no traps within
the area to be affected the spell does not indicate such to the caster.
The centerpoint of the area of effect must be visible to the caster, by
direct sight, use of mirrors, CLAIRVOYANCE or the like, lest the spell be
foiled.
A trap is any device, alarm or ward that meets the criteria found in the
2nd level priest spell FIND TRAPS. TRIP THE TRAP will, for example, spring
mechanical traps, deadfalls, snares, and spells such as glyphs, ALARM, FIRE
TRAP, etc. The spell cannot affect the behavior of creatures, and thus will
not function against ambushes and the like. TRIP THE TRAP has no affect
on natural hazards, and artificial hazards not intentionally set will likewise
not be revealed (a weak plank in a bridge spawning a chasm would not be
broken by this spell, unless it were purposely weakend by small cuts or
fire, etc.)
The material component of this spell is a small snare made of fine silken
cord, drawn closed and consumed at the moment the spell is completed.
Created using Sylvain Robert's form by the person whose name appears
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