Illusion/Phantasm [phantasm]
Level Magic-user 2
Components V, S, M
Casting Time 3 rounds
Range Touch
Area of Effect One container or portal
Duration Permanent
Save Special
A Wizard's Trap spell places an illusory trap of magic on one container or portal.
The caster casts the spell and touches the portal or container. A portal can include a double door. A portal can be a gate or portcullis. A container must be made of a rigid material, like wood or metal. The container or portal can also possess (but does not need to) a mundane lock or a magical one, such as a hold portal spell.
Any find traps check will be automatically successful (it is assumed these checks are rolled in secret by the GM).
A find traps spell (or similar effect) will detect that the container or portal is trapped.
The specific nature of the trap will be determined by the caster. This can include glyphs or other magical accouterments. The trap can be on the handle, latch, lock, hinge, or the like. It can appear to include areas around the container or portal (pits, dart holes, falling blocks, etc.).
A detect magic spell will detect a strong abjuration effect or no magic as desired by the spell caster.
A remove traps check will automatically fail. Subsequent find traps checks will note the container or portal is still trapped (if checked by a different individual that attempted to remove the trap of course).
In addition to being locked, the container or portal can actually be trapped. The Wizard's Trap will be found first, and, unless another find traps check is made by the same individual (and it succeeds), the real trap cannot be found.
Otherwise, the Wizard's Trap does nothing other than to discourage those searching for traps.
Saving Throw. Those performing a find traps check will believe the illusion (100%). If a successful find traps check was made, this is reduced by 20% plus 4% per class level over 1st. Thus, a 6th level thief has a 60% (d%; 01-60) chance to believe the trap. Otherwise, they will have made their chance to disbelieve. If the same individual rolls a successful remove traps check on the found "trap", they will get another "saving throw" with the same chances to disbelieve.
Limitations
Only one Wizard's Trap can be cast in the same 50-ft. by 50-ft. area. Containers bearing a Wizard's Trap can be brought into the same area without limitation.
A true seeing spell or similar effect will automatically detect a Wizard's Trap for what it is.
Material Components. A piece of iron pyrite. The component is consumed in the casting of the spell. Cost/Scarcity. 5 g.p./Uncommon.
Known Substitutions. None.