You inscribe an invisible magical trap within your spellbook to deter tampering. Upon casting this spell, you set one or more conditions under which the trap is triggered (e.g., when someone other than you touches, opens, or reads the book).
When the trap is triggered, the triggering creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 damage of a type you choose when casting the spell. The available damage types are:
- Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.
On a successful save, the creature takes half damage. The spellbook remains unharmed, and the trap is expended.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Deactivating the Trap: The spellbook’s owner can deactivate the trap as an action while touching the book. Dispel Magic will also deactivate the trap.
Spell Save DC: The saving throw DC for the trap is equal to your spell save DC.
* - (Spellbook)
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