Spelltrap - Lvl 4 (Wizard Spell)

The Paramander's spelltrap allows a second spell to be set as a trap, delaying its effects until triggered. When the caster casts a spelltrap on a small immobile object such as a book or a weapon, another spell can be cast into the object. The spelltrap will fade in 5 rounds if another spell is not placed in it. If the item is moved or probed in any way before a second spell is placed inside, the spelltrap vanishes.
When the item is moved or probed (by detect magic, or similar effect), the second spell takes effect, just as if the spelltrap caster had cast it. A successful dispel magic spell is 75% likely to erase only the second spell, leaving the spelltrap empty (and fading) and ready to receive another spell; otherwise, dispel magic will eliminate the spelltrap, releasing the effects of the second spell and exploding the item on which it was placed, causing 2d6 points of damage to all within a 20-foot radius.
Only the following spells can be placed in a spelltrap: light (on the same item as the spell­trap), message*, audible glamer, magic mouth, scare, fireball*, gust of wind*, lightning bolt*, confusion, fear, polymorph other*, conjure ele­mental, azure flame, guards and wards, slow mu­tation (dweomer placed on same item as the spelltrap). Spells marked with an asterisk are re­leased from the spelltrap in a random direction. Only the use of a gem of seeing can detect a spelltrap.
Notes: Restricted to paramanders (a rare type of paladin-mage); common.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells