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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[]

  • 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.
  • In combination with a Simulacrum with high-level scrolls, Spell Trap can be used for unlimited spells without resting or "Wish", although at a slower recharge rate than with "Wish"
  • 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 removing Spell Trap 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 effect Spell Trap.
  • For Cleric / Mage, it only recharges mage spells, not cleric spells.
  • Getting hit with a level 9 spell means Spell Trap itself can be recharged.
  • 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. Spellstrike will remove Spell Trap, whereas Breach will pass through unharmed and can remove other 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

Mod content[]

Mods icon 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.

Note:the SR version does not change the Spell Trap version provided by the Staff of the Magi because the Staff actually casts STAF11.SPL and not SPWI902.SPL. The SR version does not provide any "spell recall" benefits.

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[]

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