Daltim's Fiery Protector (Wizard Spell)

This spell is usually cast on an object, sometimes a spellbook, that the caster wishes to protect. Daltim's fiery protector summons and imprisons an unintelligent and very minor fire elemental to guard the object. Much like fire trap, Daltim's fiery protector can be placed on any closeable item such as a book, box, door, or chest. No other closure or warding spells can be placed on the item; if such is attempted, both spells fail. It requires special markings to be made on the affected item, so it can be detected by thieves (and others able to detect traps) with normal chances for detection and makes the item radiate heat. Those attempting to remove the trap (by affecting the markings) have only half the normal chance to succeed; failure sets off the spell immediately. A thief who successfully disarms the trap frees the imprisoned elemental, which might attack before fleeing. An unsuccessful dispel magic does not cause the spell to go off, while a successful dispel magic causes the spell to dissipate and return the imprisoned elemental harmlessly to the Elemental Plane of Fire.
The caster can use the trapped object without activating the guardian. The caster can also establish a password which can be used by others to allow safe access to the object. If the object is opened by anyone else, the spell is activated, and the object's guardian is released to attack the transgressor. The fiery protector is similar to the weak elemental summoned by a dust devil spell; it has 2 HD, AC 4, and can be hit by normal weapons. The fiery protector can attack once per round, inflicting 1d4 points of damage on a successful strike. The elemental can move up to 180 feet per round and sets fire to any flammable object it touches, including opponents it hits or any flammable item that hits it. The guardian attempts to kill or drive away the individual who tried to open the protected object and will not move more than 120 yards from the object to which it is bound. If the elemental is killed, the spell is ended. Otherwise, the creature stays active until the offending individual is killed or goes away, at which time it returns to its imprisonment with the item, ready to attack the next individual who attempts to open the protected item.
During casting, the caster must somehow mark the protected item and must make a small symbol that serves as the prison for the fiery protector. The material components of this spell include sulphur, which is sprinkled onto the object, and a ruby worth at least 500 gold pieces; the gem is used to lure the fire elemental into its prison and is consumed during casting.
Category:Wizard Spells
Category:Spells from Pages From the Mages
Category:Spells
Category:Spells from Wizard's Spell Compendium