OverWilliam
2009-09-15, 04:57 AM
Ok, so I was reading through the Logic Ninja's Guide to Being Batman and I came across this nugget:
-Craft Trap: this feat doesn't exist. The rules for creating one-shot and repeating spell-traps are in the DMG, and don't require a feat. If you're wondering what a good thing to trap is, try YOUR SPELLBOOK. That, or everything someone you don't like owns.
He goes on to mention using such spells as Teleport, Insanity, Geas, and Arcane Mark as Traps placed on your Spellbook to keep naughty people from reading your Diary.
So that made me think 'Cool, so can I turn any spell I have into a trap version? What if I'm a Cleric? Other class?'
I started reading the SRD/DMG about traps, but then I found this:
Designing A Trap
Magic Traps
As with mechanical traps, you don’t have to do anything other than decide what elements you want and then determine the CR of the resulting trap (see Table: CR Modifiers for Magic Traps). If a player character wants to design and construct a magic trap, he must have the Craft Wondrous Item feat. In addition, he must be able to cast the spell or spells that the trap requires—or, failing that, he must be able to hire an NPC to cast the spells for him.
So which is it? Can a Wizard (or other caster?) cast any spell they have as a Trap version (presumably with an XP cost for the privilege), or does one have to have the Craft Wonderous Item feat first? Could the Craft Wonderous Item feat be referring only to Magic Device traps? What is the difference?
The only Spell Traps listed in the examples are spells like Sepia Snake Sigil or various Glyph spells, which are specifically Traps to begin with; any other form of Spell used in a trap (a Fireball trap, for example) is listed as a Magic Device trap. Does this mean that only spells that are listed in their description as a Trap can be used as Spell Traps and all others must be Magic Device Traps?
-Craft Trap: this feat doesn't exist. The rules for creating one-shot and repeating spell-traps are in the DMG, and don't require a feat. If you're wondering what a good thing to trap is, try YOUR SPELLBOOK. That, or everything someone you don't like owns.
He goes on to mention using such spells as Teleport, Insanity, Geas, and Arcane Mark as Traps placed on your Spellbook to keep naughty people from reading your Diary.
So that made me think 'Cool, so can I turn any spell I have into a trap version? What if I'm a Cleric? Other class?'
I started reading the SRD/DMG about traps, but then I found this:
Designing A Trap
Magic Traps
As with mechanical traps, you don’t have to do anything other than decide what elements you want and then determine the CR of the resulting trap (see Table: CR Modifiers for Magic Traps). If a player character wants to design and construct a magic trap, he must have the Craft Wondrous Item feat. In addition, he must be able to cast the spell or spells that the trap requires—or, failing that, he must be able to hire an NPC to cast the spells for him.
So which is it? Can a Wizard (or other caster?) cast any spell they have as a Trap version (presumably with an XP cost for the privilege), or does one have to have the Craft Wonderous Item feat first? Could the Craft Wonderous Item feat be referring only to Magic Device traps? What is the difference?
The only Spell Traps listed in the examples are spells like Sepia Snake Sigil or various Glyph spells, which are specifically Traps to begin with; any other form of Spell used in a trap (a Fireball trap, for example) is listed as a Magic Device trap. Does this mean that only spells that are listed in their description as a Trap can be used as Spell Traps and all others must be Magic Device Traps?