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Trap the soul was a sorcerer and wizard conjuration spell,[2][5][10] considered by some to be evil,[3][11] that allowed the caster to trap the life force and material body (if any) of a creature inside a gem.[2][5][10]

Effects[]

The caster could complete the spell normally, by speaking the final word of the spell once the target was in range and if speaking their name they would bypass any magic resistances the creature might have. Alternatively, the caster could create a trigger object that would entrap the creature within their gem upon being touched. Some casters would try to ensure this outcome by casting sympathy upon the trigger object. Creating a trigger object required the spell's final word and the creature's name,[2][5][10] or in older versions its true name,[5][10] to be inscribed upon the trigger object as the gem was being enspelled. This inscription of their name similarly bypassed any magic resistances the creature might possess.[2][5][10]

This spell had a permanent duration, holding creatures captured by it indefinitely. They could only be released by breaking their gem, upon which their body would materialize. If the creature was a powerful outsider, then upon being freed from their imprisonment they might be required to perform a service for the one who freed them, otherwise they were left to go free.[2][5][10] For this reason, some casters would pair the spell's usage with spells that summoned powerful outsiders, such as cacofiend.[10][12]

If the gem being used by a caster was not of a high enough value compared to the power of the creature, the gem would shatter instead of functioning properly.[2][5][10] If the caster was within the lawful good plane of Mount Celestia, the spell would also not function.[11] And if trap the soul were to be cast upon a devourer, it would affect the spirit trapped within the fiend instead of the creature itself.[13]

Components[]

In addition to verbal and somatic components, the spell required a material component in the form of a gem worth at least 1,000 gold pieces. The more powerful the creature being trapped, the more valuable the gem had to be.[2][5][10] The value necessary to trap the desired creature was something casters could research, though this necessary value could change over time.[5]

Older versions of the spell required that the caster enchant their gem by means of the enchant an item and maze spells.[5][10]

History[]

The spell was attributed to Netherese arcanist Dethed in −1883 DR and was originally known as Dethed's trap.[1]

Some of the inhabitants of Esh Alakar in Maztica were trapped in gems beneath the ruins of the site, after falling victim to this spell.[14]

Notable Users[]

Appendix[]

See Also[]

Appearances[]

Adventures

Referenced only
City of Gold

Video Games

Organized Play & Licensed Adventures

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23, 26. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 295–296. ISBN 0-7869-2886-7.
  3. 3.0 3.1 Monte Cook (October 2002). Book of Vile Darkness. Edited by David Noonan, Penny Williams. (Wizards of the Coast), p. 77. ISBN 0-7869-3136-1.
  4. Hal Maclean (September 2004). “Seven Deadly Domains”. In Matthew Sernett ed. Dragon #323 (Paizo Publishing, LLC), pp. 63, 64.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 193. ISBN 0-88038-716-5.
  6. Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
  7. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  8. Steve Kurtz (April 1, 1995). The Complete Book of Necromancers. (TSR, Inc), p. 125. ISBN 0-7869-0106-3.
  9. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 92. ISBN 0-9356-9601-6.
  11. 11.0 11.1 Wolfgang Baur (February 1995). “Mount Celestia”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 4. ISBN 0-7869-0093-8.
  12. Colin McComb (February 1995). “A Player's Guide to Law”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 5. ISBN 0786900938.
  13. Bruce R. Cordell (1998). A Guide to the Ethereal Plane. Edited by Michele Carter, Keith Francis Strohm. (TSR, Inc.), p. 62. ISBN 0-7869-1205-7.
  14. John Nephew and Jonathan Tweet (April 1992). City of Gold. (TSR, Inc), p. 75. ISBN 978-1560763222.
  15. Len Lakofka (June 1979). “Blueprint for a Lich”. In Timothy J. Kask ed. Dragon #26 (TSR, Inc.), p. 36.
  16. Ed Greenwood (December 1988). “The Dread Lair of Alokkair”. In Scott Martin Bowles ed. Lords of Darkness (TSR, Inc.), pp. 73–74. ISBN 0-88038-622-3.
  17. Robin D. Laws, Robert J. Schwalb (December 2006). Fiendish Codex II: Tyrants of the Nine Hells. Edited by Chris Thomasson, Gary Sarli, Penny Williams. (Wizards of the Coast), p. 134. ISBN 978-0-7869-3940-4.
  18. Doug Stewart (November 1997). Castle Spulzeer. (TSR, Inc), pp. 13, 63. ISBN 978-0786906697.
  19. Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 16. ISBN 0-7869-1236-7.
  20. Jim Butler (1996). The Vilhon Reach (Dungeon Master's Guide). (TSR, Inc), p. 62. ISBN 0-7869-0400-3.
  21. Monte Cook (October 2002). Book of Vile Darkness. Edited by David Noonan, Penny Williams. (Wizards of the Coast), p. 131. ISBN 0-7869-3136-1.
  22. Ed Stark, James Jacobs, Erik Mona (June 13, 2006). Fiendish Codex I: Hordes of the Abyss. (Wizards of the Coast), p. 65. ISBN 0-7869-3919-2.
  23. Scott Fitzgerald Gray (April 29, 2014). Dead in Thay. (Wizards of the Coast), p. 77.
  24. Steven E. Schend (September 1996). Undermountain: Maddgoth's Castle. (TSR, Inc), p. 25. ISBN 0-7869-0423-2.
  25. Kevin Melka, John Terra (March 1995). “Campaign Book”. In Julia Martin ed. Ruins of Zhentil Keep (TSR, Inc.), p. 110. ISBN 0-7869-0109-8.
  26. Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 46. ISBN 0-7869-1236-7.
  27. Ed Stark, James Jacobs, Erik Mona (June 13, 2006). Fiendish Codex I: Hordes of the Abyss. (Wizards of the Coast), pp. 47–48. ISBN 0-7869-3919-2.
  28. Anthony Pryor (June 1995). “Throne of Deceit”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 30. ISBN 978-0786901395.
  29. Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), pp. 10, 12, 18. ISBN 0-7869-0709-6.
  30. Steven E. Schend (August 1997). “Book Three: Erlkazar & Folk of Intrigue”. In Roger E. Moore ed. Lands of Intrigue (TSR, Inc.), p. 10. ISBN 0-7869-0697-9.
  31. Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 113. ISBN 0-7869-1236-7.
  32. Steve Kurtz (1994). Al-Qadim: Cities of Bone: NPC Booklet. (TSR, Inc). ISBN 1-56076-847.
  33. Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 54. ISBN 0-7869-1236-7.
  34. 34.0 34.1 34.2 Darrin Drader, Thomas M. Reid, Sean K. Reynolds, Wil Upchurch (June 2006). Mysteries of the Moonsea. Edited by John Thompson, Gary Sarli. (Wizards of the Coast), pp. 94–95. ISBN 978-0-7869-3915-2.
  35. Daniel Helmick (2015-08-01). The Sword of Selfaril (DDEX2-14) (PDF). D&D Adventurers League: Elemental Evil (Wizards of the Coast), p. 8.
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