Casting Time 10 minutes
Components V, S, M (a thin strand of copper wire wrapped around a small piece of lodestone)
You protect a single item with a magical trap that releases an electrical charge when anyone other than you touches it. The discharge deals 1d4 points of electrical damage +1 point per caster level (maximum +20). A successful save halves the damage. The item protected by this spell is not harmed by this discharge.
A charged item cannot have a second closure or warding spell placed on it. A knock spell does not bypass charge, although it can unlock any locks or open the item; when the charged item is touched, however, the spell still goes off. An unsuccessful dispel magic spell does not discharge the spell.
You can use the charged object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a charged object to an individual usually involves setting a password that you can share with friends.
Note: Magic traps such as a charged trap are hard to detect and disable.
A rogue (only) can use the Perception skill to find a charged trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s charge or DC 29 for the arcane version).
Section 15: Copyright Notice
Book of Lost Spells – Copyright 2015, Frog God Games, LLC