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Fire Trap

2nd-level abjuration

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pinch of gold dust worth 25 gp, which the spell consumes)
Duration: 7 days, or until triggered
Classes: Druid, Sorcerer, Wizard

You touch an openable object that is closed— such as a chest, book, satchel, or door— and inscribe a magical trap. When a creature other than you opens the object, the trap detonates in a burst of flame.

The trap triggers from the point you designate on the object. Each creature within 5 feet must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage; on a success, it takes half as much. The object is not damaged by the trap. The trap is triggered only by opening the object—not by moving, touching, or inspecting it.

The trap can be detected using a Intelligence (Investigation) check against the spell save DC, or via detect magic. A creature that knows the object is trapped may attempt to disarm it as a magical trap. A knock spell does not bypass the trap. An unsuccessful dispel magic attempt does not trigger it.

You can designate any number of creatures (including yourself) to be attuned to the trap at the time of casting. These creatures can open the object without triggering the explosion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Copyright. Adapted from The Player's Handbook v.3.5, ©2003 Wizards of the Coast, Inc. Used under the Open Gaming License 1.0a.