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Trap Magic is a forgotten form of Holder Magic that involves casting spells in a determinated area for different effects.

Description & Mechanics
Trap Magic is a form of Holder Magic that differs from most forms of Magic. It involves casting spells on a certain surface rather than directly casting spells on the opponent. Trap spells can cover a wide-arrange of different effects, such as paralyzing the opponent, blast the foe with a explosion, crush solid surfaces, distort spaces, etc. Trap spells are casted on surfaces through preferable a type of equipment that makes contact with the target surface, this equipment serves as a channeler to cast the spell in the surface, once the spell is casted the user can remove their equipment from the surface and the spell will remain until the spell takes effect. Befittingly a Trap Spell can be casted without the opponent even noticing.

Despite the many effects possible through Trap Spells, there are certain requirements that must be met: 1.- The Spell to project in their mind their desired effect, for example of one desires for spikes to come from the earth, the user must imagine this at the moment the spell is being casted. Once this is done the effect of the Trap cannot be changed, unless the user removes the Trap and puts another for a different effect. 2.- For Spells to take effect they need to meet a special condition for the trap to take effect. This depends on the user, from rather simple conditions such as set a spell to activate after a determinate amount of time akin to a time bomb, one can also set the trap to activate whenever the opponent sets foot on the location of the trap, similar to a mine, or to more complicated ones such as activate trap under determinated weather conditions on a certain space, etc. The hardest the conditions the more powerful the effects desired, however one can achieve the same results with less complicated conditions so as long as a largest amount of magical power is set on a trap, this condition allows the user a choice that is power-wise or magic-wise. 3.- Traps must be logical. For example it is impossible for a trap set on water to create fire, but one can create effects that can involve water at different levels. For example a Trap casted on water can trap the foe on ice because ice is made of water, once can also set a trap on water so that it activates it lets loose a powerful electric discharge on the surface, given that water can channel electricity easily. 4.- Human skin or any kind of living matter cannot be subject to trap spells, they must be inanimate, one however can put a trap on surfaces such as clothes or a piece of equipment of the opponent. However this is a rather unpractical use given that the user can normally concentrate and sense if any part of their equipment has an unnatural magical power source and disable the trap with their own power, given that they can notice the trap. 5.- Effects of Traps are largelly limited to the surface they are casted. That means if a spell to create a bomb is put, the explosion will only affect that area and will not for instance home on the opponent, that is unless more complicated conditions have been met for such an effect to be possible. At the same time for the same example a explosion can be "shot" from a surface that is away from the opponent, this makes it easier to take a foe by surprise, however the explosion that bursts towards the opponent will only do so in one direction, unless the previously mentioned conditions are met. 6.- The size of the surface in which the trap is set depends on the magical prowess of the user, that is one cannot just simple put a trap that for example burns everything in 20 Km radius after 5 minutes. Such an area of effect is extremelly large, and the effect is extremelly powerful for such a rather easy condition. That means one must find balance between the power they desire and the reserves of magical power they possess, even if extremelly harsh conditions such as "everything in a 20 Km radius will burn, on May the 30th when there is full moon, and there are exactly 100 people in the surface" the effect may not take place, given that both power and area grow proportionally much larger in magical consumption when both the effect and area of effect increase, principally if too drastically.

If all the above requirements are met, one can make the best possible use of Trap Spells through most battles.

Origin
This kind of magic was developed at ancient times of war, when the kingdom of Minorus was losing the fight against the kingdom of Baralen, after losing much of their soldiers on the last battle remaining with only 1000 soldiers while the opposing kingdom had at least 20000 troops. Situation became dire and need for more powerful magic came, using the natural environment to their advantage to get more time, development was swift and effective, they had developed a kind of magic that could turn tides in their favour. By the time the magic was developed the kingdom of Baralen was walking through the Dreaded Canyon, the last territory before reaching the core of the kindgom of Minorus, using their blessed environment, the kingdom of Baralen could set traps in the canyon, creating devastating and swift effects that took the Baralen troops by surprise and defenseless, by the end of the day, most of the troops of Baralen were killed, the crushing defeat bringing Minorus the victory they so hard fought for.

Spells
Bomb Trap: A trap that releases a burst of magical explosion, this effect makes it simple to set in any kind of surface, given that it releases sheer magical power, rather than a more specific effect. Circle Cage Trap: A trap that creates magical circles around the target that bind the opponent. This effect requires any surface that is illuminated. Laser Beam Trap: A trap that shoots a beam of magical energy from the surface, it aims in one direction and requires an illuminated surface. Tornado Trap: A trap that releases a violent stream of wind towards the opponent, it needs a surface that has wind blowing, even if just a breeze, so as long as it can be felt. Teleport Trap: A trap that is uses stored equipment from the user into use in the battlefield. For example a bow and arrow can be shot from the surface, or let a large statue fall on the foe. Basically a trap that follows some principles with the Reequip magic. Thunder Trap: A trap that releases a powerful electrical discharge. It needs a surface that conducts electricity, such as water or metal, if for example the floor has some metal within it, it can be casted. Annihilation Trap: Total Apocalypse: An extremelly devastating trap, it uses all the magical power supply of the user to cast until reaching the minimum point. The spell must be cast around the target's clothes binding them to the opponent, making it unable to be removed even by Reequip. The spell releases chains of light that restrain any possible movement even for extremelly physically strong wizards it is largelly impossible to escape. The spell sets a countdown based on the amount of magical power, longer the more. When the counter reaches 0, several crests of magic appear surrounding the opponent, casting multiple different effects at once, such as releasing thunder magic, fire magic, light magic, etc. each of them at very high levels of power. The only known way to ever survive this is for the opponent to release all their magical power and use it as a shield, even then it needs an extremelly large and powerful amount of magic for the protection to be effective, and even if the opponent survives, the great magic consumption is likely to leave them without any trace of magical power, meaning that if not treated immediatelly the victim will die from draining their magical power.