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Trap Spell

Element Type:

Main 12 Elements and Element Effects

Magical power is gathered and constructed into a trap which can be set off by any form of trap from wires to glyphs, from weight to motion. They will release a heavy Nova Spell to the surface they are attached to, destroying the trap in the process. Many times the spell slowly absorbs magic power to make the trap more effective but this can be bad as some unlucky adventurers can explore lost tombs to set off an explosion so large it destroys part of the continent.

Spell Level:

4

Spell Description:

Magical power is gathered and constructed into a trap which can be set off by any form of trap from wires to glyphs, from weight to motion. They will release a heavy Nova Spell to the surface they are attached to, destroying the trap in the process. Many times the spell slowly absorbs magic power to make the trap more effective but this can be bad as some unlucky adventurers can explore lost tombs to set off an explosion so large it destroys part of the continent.

Spell Construction:

Element - Bolt Spell - Ball Spell - Nova Spell - Trap Spell

Spell Research And History:

What is a Trap Spell and how is it used? The Trap Spell or Snare Trap Spell is observed to be a near invisible Nova Spell which detonates when a target enters the area of the Trap Spell, it will detonate at the center hitting the target that is in range. Due to how powerful the Trap Spell is, its main weakness is the fact it can’t be moved once placed and it can be seen with special or magical sight as well as it will disappear after half a day or so as it runs out of magic. Since the Trap Spell is something created with magic, it can be modified by adding extra effects to it. A master Trap Spell caster will create traps which will only detonate when a target is directly in the middle of the trap to maximize the damage and hit more targets as well as adjusting the trap to slowly pull magic in so it will stay until detonated. Special users in the Empire have the position of Trap Engineers, as they make new traps with various effects, and link traps together in series so they have even more potential. The good twin trap is a high density low damaging water explosion which makes all the targets wet inside its range, after a few seconds the second trap goes off releasing lightning and shocking the wet targets. Most of the time the water trap is placed so it is seen, when someone detects all the traps in the area they will just walk through the water trap as magic power is needed to stop the other traps like a fire or inferno trap or a suffocating sand trap. The motto of Trap Engineers is to “Get them with the surprise bag of sand attack!”.

Spell Damage:

Trap Of Spell / Spell Trap / Snare Of Spell / Spell Snare: A Nova Spell is built into the trap causing an explosion when something gets in range. When detonated it sends a shockwave into the ground and the surrounding targets dealing damage 2 times, once from the initial impact then from the shockwave explosion. It has a moderate chance to inflict the associated element effect as it deals moderate associated element damage to all affected targets. [Element] [Offensive] [AoE]

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