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View Full Version : Trap Spell Series [3.5ed PEACH]



Surrealistik
2009-07-08, 03:11 PM
CREATE TRAP
Conjuration
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: One trap; see text
Duration: 12 hours
Saving Throw: No
Spell Resistance: No

You throw a small gear, and when it hits the ground, a trap springs up at the place you designate.

You create a CR 1 trap. In addition to its normal methods of triggering, you can locate up to one 5-foot-by-5-foot trigger in any square of your choice within the range of this spell per caster level. Once create trap is cast, the trap is active and ready to be sprung, with every design feature installed. Add your casting ability bonus to all DCs the trap features (including Search and Disarm Device DCs).

For every 2 caster levels beyond the first, you may increase all attack and damage bonuses (including ability damage) of this trap by 1.

Material Component: A miniature bronze gear.



Create Trap, Improved
Conjuration
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 full round, 1 move action
Range: Medium (100 ft. + 10 ft./level)
Effect: One trap; see text
Duration: 24 hours
Saving Throw: No
Spell Resistance: No

You throw a small gear, and when it hits the ground, a trap springs up at the place you designate.

This spell functions like Create Trap except that you can create a trap from the CR 3 or lower list, designate any number of proximity triggers with up to a 5 foot radius in place of location triggers, and for every 2 caster levels beyond the third, you may increase all attack and damage bonuses (including ability damage) of this trap by 1.

Material Component: A miniature silver gear (5 GP).


Create Trap, Greater
Conjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 full round, 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One trap; see text
Duration: 2 days
Saving Throw: No
Spell Resistance: No

You throw a small gear, and when it hits the ground, a trap springs up at the place you designate.

This spell functions like Create Trap except that you can create a trap from the CR 6 or lower list, designate any number of proximity triggers with up to a 10 foot radius in place of location triggers, and for every 2 caster levels beyond the ninth, you may increase all attack and damage bonuses (including ability damage) of this trap by 1.

Material Component: A miniature gold gear (50 GP).


Create Deathtrap
Conjuration
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 2 full rounds
Range: Long (400 ft. + 40 ft./level)
Effect: One trap; see text
Duration: 4 days
Saving Throw: No
Spell Resistance: No

You throw a small gear, and when it hits the ground, a trap springs up at the place you designate.

This spell functions like Create Trap except that you can create a trap from the CR 10 or lower list, designate any number of proximity triggers with up to a 20 foot radius in place of location triggers, and for every 2 caster levels beyond the thirteenth, you may increase all attack and damage bonuses (including ability damage) of this trap by 1.

Material Component: A miniature platinum gear (500 GP).

Madra Rua
2009-07-10, 12:21 PM
I love this idea. The only problem I see with it is the increase in ability score damage. High level or epic level wizards can use this to cripple any creature that cant dodge the trap. It seems just a bit overpowered.

Surrealistik
2009-07-10, 03:37 PM
On the other hand, high and epic level casters often have spells that can outright destroy their opponents, and in less time.