Level:
7
Range:
Special
Components:
V,S,M
Casting
Time: 7 segments
Duration:
1 round/level
Saving
Throw: None
Area
of Effect: Special
When
this
spell
is cast, the magic-user causes an
oval,
glowing ball of silvery hue to form
in
the air over (1' to 2' above) his or her
head.
It
floats there silently until the
spell
expires, and need not be further
concentrated
upon to maintain its existence.
Any
spell, spell-like power, or
magical
item effect that is cast directly
upon
the magic-user (as opposed to
area-effect
magics) will be attracted to,
and
utterly absorbed by, this floating
spelltrap.
This includes magic missiles
and
other never-missing spells. Except
by
visual observation, the caster of the
spelltrap
will not know the precise
nature
(and level) of any spells
absorbed
by the trap, but will always
feel
the absorption of each and every
spell
absorbed by the trap. The trap can
only
absorb spells of the sixth level and
lower,
and spell-like abilities of like or
lesser
power. During any round in
which
the caster is awake, alert, and
not
engaged in spellcasting, he or she
may
mentally direct the spelltrap to
unleash
one spell upon a target, who
must
be within 1" per level of the caster.
The
spelltrap unleashes the spell
exactly
as it was cast (except for the
new
choice of target and the abovementioned
range)
and with normal
effects.
Only
one spell per round can be so
unleashed
from a spelltrap. At the
expiration
of a spelltrap, its energies
(including
any stored spells) dissipate
harmlessly
and are lost. But if a spelltrap
is
ever overloaded, it will explode with
deadly
effect, in a burst of pure energy
that
deals 6-24 points of blast damage to
all
within 2", and stuns all survivors for
1-2
rounds thereafter. (All items within
this
radius must save vs. fireball; no
creatures’
saving throws are allowed to
lessen
or escape damage.) A spelltrap
can
only hold spell energy in spell levels
equal
to twice the number of experience
levels
of the caster, at any one time.
Thus,
a seventeenth-level wizard’s
spelltrap
could hold a maximum of
thirty-four
spell levels during any
round,
and would explode if thirty-five
or
more were taken in. A spelltrap can
absorb
any number of spells during a
single
round—if a party hurls a variety
of
spells and item effects at it, all will be
tracelessly
absorbed until the maximum
capacity
is exceeded. Even a mage who
realizes
the danger from overloading
can
unleash only one spell per round
from
the trap, and will never be aware
what
is being released until the effects
begin.
(Released magics could well aid
opponents.)
Such releases are at random
once
the controlling magic-user wills the
trap
to let something out, never first in,
first
out or any similar pattern. A caster
cannot
will a spelltrap out of existence,
nor
escape it by teleporting or employing
protective
barriers; the spelltrap will
always
accompany him or her. There is
one
curious anomaly to spelltrap
absorption;
the casting of a dispel magic
on
a trap will always cause the trap to—
by
itself, and in addition to any unleashings
d
i r e c t e d b y the trap’s
wielder—unleash
one spell at random
directly
at the caster of the dispel magic.
(This
is the only case in which a spelltrap
will
release more than one spell in a
given
round; if the caster wills it to
release
a spell, both spells will be cast out
of
the trap.) If no spells have been
absorbed
by the spelltrap, nothing will
be
unleashed, but in both cases the
spelltrap
will absorb the dispel magic
and
itself remain in existence.
Missile
attacks upon a spelltrap have
no
effect; direct physical attacks drain a
spelltrap
of one spell, at random
(unleashed
directly upon the attacker
in
addition to any unleashings ordered
by
the trap-wielder).
MC:
A diamond or diamond fragment of not less than 2,000 gp value and
a
moonstone of any size, both consumed in the casting.
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