For example, a detect goodspell can serve as a proximity trigger on an evil altar, springing the attached trap only when someone of good alignment gets close enough to it. Some magic device traps have special proximity triggers that activate only when certain kinds of creatures approach. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that’s no larger than the area the trap is meant to protect. The proximity trigger used most often for magic device traps is the alarmspell. This makes them useful only in places such as crypts, where the air is unusually still. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. Location: A location trigger springs a trap when someone stands in a particular square. For a magic trap, the values depend on the highest-level spell used. The builder sets the Perception and Disable Device DCs for a mechanical trap. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for that purpose. Spell traps are simply spells that themselves function as traps. Creating a magic device trap requires the Craft Wondrous Item feat. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Magic traps are further divided into spell traps and magic device traps. Other characters have no chance to disarm a magic trap with a Disable Device check. Magic traps may be disarmed by a character with the trapfinding class feature with a successful Disable Device skill check (DC 25 + spell level).Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell level × 1.5).A successful Perception check (DC 25 + spell level) detects a magic trap before it goes off.Unless the spell or item description states otherwise, assume the following to be true. Magic: Many spells can be used to create dangerous traps. Beating this check by 5 or more also gives some indication of what the trap is designed to do. Success generally indicates that the creature has detected the mechanism that activates the trap, such as a pressure plate, odd gears attached to a door handle, and the like. The DC of this check depends on the trap itself. A mechanical trap can be constructed by a PC through successful use of the Craft (traps) skill (see Designing a Trap and the Craft skill description).Ĭreatures that succeed on a Perception check detect a trap before it is triggered. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal attack rolls, with specific attack bonuses dictated by the trap’s design. ![]() ![]() A trap typically is defined by its location and triggering conditions, how hard it is to spot before it goes off, how much damage it deals, and whether or not the characters receive a saving throw to mitigate its effects. ![]() Mechanical: Dungeons are frequently equipped with deadly mechanical (nonmagical) traps. Miscellaneous (Gases, Mists, Dusts, and More).Traps that Summon Things or Add Unexpected Creatures.Traps on (or that come from) Chests or other Objects.Traps that Capture, Restrain, or Contain Targets.Traps that Drop Targets or that affect (or that come from) the Floor, Ground, or Stairs.Traps that Cast Spells at Targets or on Areas.Traps that Drop, Throw, Shoot, or Roll Things at Targets.
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