Trap magic is a trial mechanic for the Helsreik Event.
Like other spells created by a caster, the time spent preparing the spell is the duration of the effect. This must be a spell the caster has learned. Spells are activated by triggering a trap that will tear the paper to activate the spell. It is for the player creating the spell to determine the way they would like to create a mechanism to tear and activate the spell.
It is required to have a tripwire to indicate the area of the spell and an auditory component such as a party popper to indicate the spell has been triggered.
The effect and duration of the spell must be written on the paper as well as what wind the spell is using.
(Only 2 may be active per caster at a time)
Immobilise Weapon: The target's primary weapon becomes immobilised for a duration.
Magic Missile: Magical blasts strike the target and forces them back step by step.
Agony: Paralyses the target with immense, crippling pain.
Blind: Prevents the target from being able to see what is happening around them.
Bloodlust: Causes the target to act uncontrollably, lashing out at and charging their foes without any sense of self preservation.
Confusion: Target cannot distinguish friend from foe.
Deafen: Causes target to become completely deaf.
Entangle: Ensnares the target's feet and legs, causing them to be unable to lift their feet.
Poison: Causes target to become violently sick and ill.
Effects of trap magic can only be stopped by disarming the trap without triggering the sound or destroying any components or using the following spells:
Cancel: Prevents target from performing or activating spells, including summoning or protection spells.
Protection From Next Spell: You are protected from the next spell that would hit you traps included.