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Kilmrak
2009-10-19, 01:54 PM
I cant find the formula for making spell turrets and any help would be much appreciated.

The Random NPC
2009-10-19, 02:02 PM
It's in the Stronghold Builder's Guide. Don't know the page number though.

Fizban
2009-10-19, 02:05 PM
Nope, it's not the SBG. I think it's Dungeonscape, but I'm away from books.

Sinfire Titan
2009-10-19, 02:09 PM
DMG 2 introduced Spell Turrets.

Kilmrak
2009-10-19, 03:41 PM
I found it in the Strongholdbuilders guide so thanks for the info and the quick replies.

Fizban
2009-10-19, 05:49 PM
The formula in the Stronghold Builder's guide is for a normal magical trap, the same as in the DMG. Spell Turrets are a special variant in a different book (DMG II sounds right) that have multiple spells and cast them in a cycle, allowing you to set up stuff like wall of force+cloudkill in a single trap. They're also ridiculously cheap, with a lower price than standard traps if I remember right.

Gadora
2009-10-20, 12:19 AM
The problem is that there are no pricing guidelines in the DMG 2. I'd put one on my party's ship if I could find the price.

Sinfire Titan
2009-10-20, 09:35 AM
The problem is that there are no pricing guidelines in the DMG 2. I'd put one on my party's ship if I could find the price.

Page 45 has the entire price list. Take a look:


Burial Vault Spell Turret (7th-level cleric spells):
Dictum, repulsion, destruction, summon monster VII. Cost:
45,500 gp, 3,640 XP.

4 7th level spells=45,500gp.



Sacred Grove Spell Turret (5th-level druid spells):
Summon nature’s ally V (to summon an animal), stoneskin
(on summoned animal), animal growth (on summoned
animal), call lightning storm. Cost: 22,500 gp, 1,800 XP.

4 5th level spells=22,500gp.


Treasure Vault Spell Turret (4th-level wizard spells):
Confusion, phantasmal killer, fear, ice storm. Cost: 14,000 gp,
1.120 XP.

4 4th level spells=14,000gp.


Wizard’s Guild Spell Turret (9th-level wizard spells):
Energy drain, meteor swarm, power word kill, imprisonment.
Cost: 76,500 gp, 6,120 XP.

4 9th level spells=76,500gp.

So let's do the math:

76,500gp
-45,500gp
----------
31,000gp

The difference between 7th and 9th level spell turrets is 31K. The spell level difference is 2. Just do a little division. This gets us 15,500gp, we then subtract that number from the 9th level price. This gets us 61,000gp, which we can assume is the price of an 8th level spell turret.

Unfortunately, the examples go down to 4th level and stop. Its going to be a pain in the neck to figure out 1st-3rd level spell turret prices unless you figure out the pattern.

ocdscale
2009-10-20, 09:53 AM
With spell levels 4, 5, 7 and 9, the formula:
[Spell level*1000gp -500gp] x Spell level seems to work perfectly.

Which would make the progression from 1 to 9:
500, 3000, 7500, 14000, 22500, 33000, 45500, 60000, 76500

Edit: For XP it looks like:
[Spell level*80xp - 40xp] x Spell level
From 1 to 9:
40, 240, 600, 1120, 1800, 2640, 3640, 4800, 6120

Sinfire Titan
2009-10-20, 10:05 AM
With spell levels 4, 5, 7 and 9, the formula:
[Spell level*1000gp -500gp] x Spell level seems to work perfectly.

Which would make the progression from 1 to 9:
500, 3000, 7500, 14000, 22500, 33000, 45500, 60000, 76500

Edit: For XP it looks like:
[Spell level*80xp - 40xp] x Spell level
From 1 to 9:
40, 240, 600, 1120, 1800, 2640, 3640, 4800, 6120

I believe the reason they don't go below 4th level is because the turret also casts Repair Critical Damage on itself at CL 20th every 5 rounds while active. They also have a True Seeing and Nondetection effect active at all times.

Gadora
2009-10-20, 05:35 PM
They have a CR of 2-10, and they are also listed as CR 1 + spell level. Therefore, you can have spell level 1 spell turrets. You can not however, have a spell level 0 spell turret.