Spell Trap is the ultimate in magic protection for today's modern, on-the-go wizard.
Description[]
“ | Spell Trap This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap––making the caster recall a previously cast spell. For example, if a wizard shields himself with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), he gets three spell levels back––he will regain one spell up to 3rd level in power. The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine. |
” |
Gameplay[]
This spell is applied to the caster only, and a has fixed duration of 18 rounds (108 seconds).
Upon completion of the spell the caster's sprite will show a brief lighting effect and color fade rendered upon them, as well as a sound effect that is audibled.
A text is displayed, reading "Protected by Spell Trap".
While the spell is active, the caster has a swirling white energy animation surrounding their sprite (although it is similar to other spell protections such as Spell Immunity or Spell Turning etc.).
A player character will show an icon (No. 117) titled "Spell Trap" on their portrait.
Spell trap essentially does two things for the caster:
- Any single-target spell or spell effect aimed at the caster, that has a Power level ranging between 1 and 9 will be absorbed by the trap.
- Any absorbed spell or spell effect will get an equal amount of spell levels back commensurate with the power level of the absorbed spell.
This spell can only be removed from the caster with either a Ruby Ray of Reversal, Pierce Shield, or Spellstrike.
When Spell Trap has absorbed 30 or more spell levels, its capacity is reached, the spell ends, and the trap is gone.
A second casting of Spell Trap while the first is active will fail - they can't coexist.
There are many scenarios and limitations/interactions that are explained further with this spell, as seen in the Notes section below:
Notes[]
- Like Spell Deflection and unlike Globe of Invulnerability or Spell Immunity, Spell Trap doesn't protect from AoE spells.
- Staff of the Magi can be used to cast Spell Trap once per day, lasting for 8 hours or until depleted.
- The magical part of attacks made with Chill Touch, Ghoul Touch, Harm, Melf's Minute Meteors, Black Blade of Disaster and Energy Blade are absorbed by Spell Trap. This makes them both effective at burning through and using up Spell Trap's spell trapping capacity from enemies, and recharging spells of a friendly character. For example, a single Energy Blade disc replenishes a level 9 spell while depleting 9 levels from Spell Trap. The physical damage part of these spells, if they have one, still applies (e.g. Melf's Minute Meteors will apply their piercing damage, Energy Blades do apply their slashing damage but the electrical damage is stopped). Thus, if used for recharging spells of a friendly character, Stoneskin should be used to block the physical damage.
- Attacks made with Phantom Blade do not affect Spell Trap.
- For Cleric / Mage, it only recharges mage spells, not cleric spells.
- The recharging is not added up or kept - for example, if a mage consumed a level 6 slot and Spell Trap then absorbs two level 3 spells, it will not get recharged. He would have to get hit by a single level 6+ spell to recharge that slot.
- It also absorbs friendly spells by allies, e.g. Heal.
- Like all Spell protections (except for Spell Shield), Spell Trap does not absorb spells that are designed to remove protections, like Breach, Lower Resistance or Spellstrike. Breach will pass through unharmed and can remove other combat and specific protections like Stoneskin on the target.
Spell protection removers that dispel Spell Trap[]
Where to obtain its scroll[]
Baldur's Gate II: Shadows of Amn[]
Baldur's Gate II: Throne of Bhaal[]
The Black Pits: Gladiators of Thay[]
- Scroll Merchant
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition Wizard spell, Spelltrap, is a level 7 spell in the Pen and Paper game. The spell also behaves differently than the BG video game's version. For instance, the spell has a capacity limit, and it sucks in any non AoE spell directed at the wizard into the trap, which can be released at any target the caster wishes, although the caster doesn't know for sure what spell is trapped. If multiple spells are in the trap, then a random roll determines what spell can be released. There is no "spell recharging" feature in the Pen and Paper spell version. There are other caveats and rules for this spell, so see the External links for further reading.
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Installation of the Spell Revisions mod makes significant changes to this spell. See description below:
Spell Trap
Level: 9
School: Abjuration
Range: Personal
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 99 spell levels, but having 1 level left of protection means a 1st level spell would get absorbed, as well as a 9th level spell. This spell will not protect the caster from a dispel magic. However, it will not be affected by a dispel magic, either.
With Sword Coast Stratagems and Spell Revisions mods installed, Spell Trap will absorb a Breach spell, just like any other single-target spell effect with a Power level rating between 1 and 9.
External links[]
- Spelltrap on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Advanced D&D 2nd Edition Wiki - Spelltrap (Wizard Spell)