Spell Trigger allows a wizard to store three spells of 6th level or lower and activate them all when desired in near instant fashion.
Description[]
“ | This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can possess one spell trigger at a time and the innate ability remains available until used. The trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. | ” |
A mage can have one Minor Sequencer, one Spell Sequencer and one Spell Trigger each active at the same time but can't have two of the same type active simultaneously.
Since the duration is permanent until triggered, you can memorize the trigger and the spells you want to put in it, activate the trigger when desired, then replace the used spells and rest. That way, you still have the trigger readied again after rest, but also have more spell slots available for the next encounter.
Notes[]
- Several spells that require the same type of saving throw roll with the same modifier within the same short time frame will share a single roll instead of each having their own. This might be intended rather than a bug. Either way, sharing the same saving roll, they will fail or succeed in sync. If the player is trying to inflict a status effect like Confusion for instance, three of the same spell selected in that Spell Trigger are therefore no more likely to succeed than just one.
- The Breach spell projectile travels imperceptibly faster than the spell removal projectiles such as Secret Word, or Pierce Magic for example. This means that the expected sequence of when each selected spell in the trigger strikes the target may not occur in the caster's desired order. The Breach can be the first spell to strike the target even if not intended by the caster. To overcome this, a Breach spell can be cast separately from the Spell Trigger, and probably best performed after the Spell Trigger.
- During a Time Stop pause, a mage can activate a prepared spell trigger. See the time stop article for potential quirks involving a target protected with Spell Shield.
Where to obtain its scroll[]
Baldur's Gate II: Shadows of Amn
- Random treasure
Baldur's Gate II: Throne of Bhaal[]
See also[]
- Minor Sequencer (spell level 4)
- Contingency (spell level 6)
- Spell Sequencer (spell level 7)
- Chain Contingency (spell level 9)
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Regarding this type of spell, the Sword Coast Stratagems mod will do the following, but only if you do not install Spell Revisions:
Allow players to use the individual versions of Spell Immunity in triggers
Spell Immunity is really eight sub-spells. This component allows a subspell to be placed into a Contingency or Spell Trigger.
On Enhanced-Edition installs, this is done crudely, by introducing scrolls of the eight different versions of Spell Immunity. ToBex allows it to be done more smoothly on original-game installs.
Make spell sequencers, spell triggers, and contingencies learnable by all mages
In the unmodded game, spell sequencers, contingencies etc. are in the Evocation school, making them unavailable to Enchanters; this is a serious weakness for the class. This component moves them to be in both the Conjuration and Evocation schools (like Wish), so that all mages may use them. The affected spells are Minor Sequencer, Spell Sequencer, Spell Trigger, Contingency, and Chain Contingency. This will not take effect if you have Spell Revisions installed (as SR takes care of this already by making them "Universal" School).
The Spell Revisions mod has changed and retitled Spell Trigger and also revised the assigned spell school, as described below:
Simbul’s Spell Trigger
Level: 8
School: Universal
Range: Personal
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell allows a mage to prepare a magical trigger that can store spells to be used later in a single swift action. The trigger can store three spells to be released simultaneously, all of which must be of 6th level or lower. A mage can only possess one spell trigger at a time, and the trigger will remain active until the spells contained within it are released.
Mod gallery[]
External links[]
- Spell trigger on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.