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View Full Version : Spell Turrets and Other Magical Traps



Chilingsworth
2011-10-08, 02:37 PM
Ok, so I was looking through my DMG2 and was reminded of the Spell Turret.

A few questions:

Is the actual formula for determining the crafting costs of these things written anywhere, because I didn't see it in the DMG2. Also, what skills/feats are required to craft them? (the book says they blurr the line between trap and construct, and that programing them requires the Craft Wonderous Item feat, but that's it.)

How portable are these things?

Is there anything preventing filling them with benefitial spell effects instead of dangerous ones?

Is it possible to set such a benefitial spell turret to ignore "all creatures except partymembers" or something similiar?

As for other types of magical traps:

What skills/feats are required to make them and what's the price formula?

Can they be made portable?

Actually, basically the same questions as for the turrets.

Lastly, what would be some good spellturret load-outs for attack (drop one already programed to ignore the party in battle) defense (their traditional use) and benefitial useage?

Eaglejarl
2014-01-09, 10:56 AM
By the dark powers, arise! Live again! </humor>

I'd actually be interested in the answers to these too. But maybe this stuff isn't OGL -- if not, could you point us to the answers? The bit in the DMG2 isn't all that helpful.