Fatigue Trap

School conjuration [trap]; Level legendary hunter 0, ranger 1


Casting Time 1 minute
Components V, S, M


Range touch
Target one trap
Duration permanent until discharged, then 1 round per level
Saving Throw Fort negates; Spell Resistance yes


Note Trap spells are a type of spell that allows a hunter to create a trap magically. This trap may be magical or non- magical but is otherwise permanent until triggered. A trap occupies a 5-foot square at minimum and cannot be placed where it will be immediately triggered. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 15 + the spell level + the caster’s casting ability modifier. Trap spells are triggered by a creature entering the square they occupy. They can sense any creature as if using tremorsense. Once triggered, the trap is destroyed and cannot be reset.

You create a trap that occupies one square. When a creature other than you enters the square, there is a burst of negative energy. The triggering creature makes a fortitude save or be fatigued. Unlike normal fatigue, the effect ends as soon as the spell’s duration expires.

Section 15: Copyright Notice

Legendary Hunters © 2020, Legendary Games; Authors Connor Bates, Cerise Herndon, and W. Hervay

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