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Skull Trap is a level 3 arcane spell from the Necromancy school in Icewind Dale.

Description[]

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes, damaging everyone within an 12-ft. radius. The magic damage inflicted is equal to 1d6 Hit Points per level of the caster (save vs. Breath for half). When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. Resting or leaving the area the skull trap is in will make it disappear harmlessly.

Notes[]

  • A level 30 wizard can deal a regular damage of 30d6 with this spell, which adds to a possible loss of 180 HP at maximum.
  • When placed in a Spell Sequencer, Skull Traps can be very deadly, capable of doing up to three times the 30d6 magic damage (which is a maximum of 540) for a level 30 caster – to all creatures in the area of effect.
  • Protection From Magic Energy offers shelter against the damage inflicted by Skull Trap.

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Lore[]

In the Advanced Dungeons & Dragons 2nd Edition ruleset, which Icewind Dale is based on, this spell is not found in the regular spell list of the Player's Handbook. Instead it is added only with the supplementary Complete Book of Necromancers, and stated as being a forbidden spell of black necromancy, most appropriate for evil characters.

External links[]

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