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AD&D 2nd Edition » New Spells

Dharen's De-armer
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Spell Level: 1

School: Alteration

Range: 5 feet per level

Components: V, S

Duration: Instantaneous

Casting Time: 1

Area of Effect: One trap

Saving Throw: None

Dharen needed a spell to complement his Detector, so he created this spell. Once cast, it will deactivate or de-arm one trap. The spell is not perfect, and the caster must roll an Intelligence check for the spell to succeed. If the spell works the trap in question is rendered harmless, if the spell fails the trap is still armed, but the caster will have no idea this is the case until he triggers it. Magical traps are even harder to de-arm. If the trap to be affected is of a magical nature, the caster must make a Save vs. Spells, at a -3 penalty for the spell to take affect.