Spell Effect. This spell, as the name
suggests, is used to set a trap on any surface. After it is set, due to its
wind nature, the trap becomes
invisible, though of course, spells used to dispel/reveal invisible things will
uncloak it. When sprung, the trap strikes the one activating it with a powerful bolt of
To go into detail, the caster in fact leaves a portion of his own cár’áll within the trap. The portion varies with level and intended power of the spell, and touches the Elements of Wind and a bit of Earth. After the trap is set, that piece of the cár’áll is lost for the caster, however, it will restore itself over time as all magical energy does, no matter if the trap is deactivated/sprung or not.
The power of the bolt striking the aggressor is determined by the caster’s level:
Level 3-5: The bolt will cause a minor wound.
Level 6-8: The bolt will cause quite a serious wound. The target would also be paralysed for some time.
Level 9-11: The target will be heavily injured - death is almost inevitable at level 11.
Casting Procedure. The mage has to
draw the static trap symbol with silver dust on the surface where he intends to
place the trap. Then he has to speak the formula, while concentrating on
transferring the necessary power into the symbol. If successful, the symbol will
start to glow and then vanish as instructed through the caster's
cár’áll. Usually this sort of trap
will not hurt the one who prepared it, unless he/she specifically sets it to do
so (which is very unlikely). If everything is prepared, the trap is active and
will set off if someone comes into the radius of effect.
Magical Formula. Quael’fá’óh (Styrásh: Quael’fá’óh), literally translated: "Set sign of light".
Target. Whatever/whoever activates the trap. The mage casting it may also specify if the trap should react on a special kind of being/thing. However, such advanced preparation of the caster's cár’áll used for the spell, can only be done if the caster at least is capable of magic of level 8 and higher.
Reagents. Silver dust.
Magical School. Elemental Magic, Wind School.
Spell Class. Not defined yet.
Range. The range of the trap is specified by the caster, depending on his level. The spell starts on half a ped and increases at one half a ped per level beyond the initial range.
Casting Time. Usually about half a
Duration. The trap can (theoretically) last for centuries if it is not activated – regardless of level. The exact time is not specified.
Counter Measures/Enhancing Measures. To counter this spell, one can simply use a spell to make the trap visible and then walk around it, or one could set the trap off on something else than oneself. Also any spell giving immunity to lightning can nullify the trap effect.
To enhance this spell, one can deposit more power (cár’áll) in it, or use something to enhance the lighting strike which is produced.
Information provided by Silfer Darkflare