Razor Trap (3.5e Spell)
From D&D Wiki
Conjuration [Force] | |
Level: | Sorcerer/Wizard 3, Warmage 4 |
---|---|
Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Target: | One 5 ft. square per level within range |
Duration: | 10 minutes/caster level or until triggered, whichever is soonest |
Saving Throw: | Reflex half |
Spell Resistance: | No |
This spell creates several eldritch traps that are triggered
when a creature enters one of the affected squares. The
caster indicates which areas are trapped when the spell
is cast, with the following restrictions:
- One 5 ft. square may be trapped per caster level.
- A razor trap may not be placed adjacent to another razor trapped square.
- All squares must be within the spell’s range, but the range is counted as a radius centred on the caster.
Thus, a 10th level caster could put one trapped square 800 ft. ahead of him and another 800 ft. behind him without penalty. When a creature steps into a trapped square, the razor trap is activated and causes 1d6 points of damage per level (maximum 10d6) to the unfortunate standing in the trapped square. This immediately halts the creature’s movement, although if the creature made its Reflex save for half damage itmay take an additional 5 ft. step in any direction after the trap is triggered. A razor trapped square can be detected with a successful Spot check (DC 20). When successfully spotted, a trapped square seems to glitter with a faint red light. A rogue that is able to disarm magical traps can disarm an individual razor trapped square (DC 28).
Material Component: A silver razor blade and a length of silver wire (value 75 gp).
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Sorcerer/Wizard