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When Skull Trap is cast, a magical skull launches itself to the center of the target area and floats there until detonated.

Description[]

Skull Trap
Upon casting this spell, a skull is thrown by the caster at the target area until a creature comes within 20 ft. of it. When this happens, the skull is triggered and explodes, damaging everyone within a 30-ft. radius. The damaged inflicted is equal to 1d6 Hit Points per level of the caster, or half with a successful Save vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.

Gameplay[]

Once a Skull Trap is cast it remains on the area map until detonated.

The skull trap explosive Magical damage effect is potentially blocked by Magic resistance.

Creatures protected with Minor Globe of Invulnerability or Globe of Invulnerability will not be affected.

Creatures with the spell Protection From Magic Energy will take no damage from this spell.

The spell description isn't accurate in terms of the actual in-game explosive damage radius, it is closer to 20' radius rather than a 30'. Using it in gameplay a few times will give the player a better appreciation of the true Area of Effect.

About one fifth smaller blast range than Fireball, but scales up to level 20 instead of 10, and dishes out magical damage, not the more commonly resisted fire type. If a high level mage stocks up three Skull Traps in one Spell Sequencer, the max damage potential would be as high as 3 x 20 x 1d6. Do notice the delay before the explosion though, and place the traps accordingly.

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Baldur's Gate[]

Shadows of Amn[]

Treasure

Throne of Bhaal[]

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its effects, scaling, and saving throw. See below for description:
Skull Trap
Level: 3
School: Necromancy
Range: Medium
Duration: Special
Casting Time: 3
Area of Effect: 20’ radius
Saving Throw: Breath half

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 15 feet of it. When this happens, the skull is triggered and explodes, damaging everyone within a 20 foot radius. The explosion deals 1d6 points of magic damage per level of the caster (up to a maximum of 10d6), with a save vs. breath at -2 allowed for half damage. When casting this spell, it is wise to set it far away from the party, lest they set it off accidentally. Undead creatures are not affected by this spell.

Note:With the SR mod, Undead creatures are often immune to Necromantic damage dealing magic such as Abi-Dalzim's Horrid Wilting, Larloch's Minor Drain, Skull Trap and similar spells.

External links[]

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