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Thread: Creating Spell Traps [3.5]
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2009-09-15, 04:57 AM (ISO 8601)
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- Dec 2007
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Creating Spell Traps [3.5]
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.
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?
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2009-09-15, 07:15 AM (ISO 8601)
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- Aug 2007
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Re: Creating Spell Traps [3.5]
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?
Plus, a wizard wont necesarily cound Craft Wondrous Item a waste of a feat since alot of things can be made with that.
Other classes could do it too, if they had spellcasting.
The cleric could make a "Create food and water trap" with a automatic reset so he can provide food for the masses. Or a cure serious wounds trap with automatic reset for healing that is cheaper and faster then Lesser Vigor.**** Photobucket ; RIP avatars
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2009-09-15, 01:42 PM (ISO 8601)
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Re: Creating Spell Traps [3.5]
Ok, so I imagine Spell Traps (or, in this case Magic Device Traps too, I guess) to mostly be stuff like Explosive Runes or Sepia Snake Sigil, that is something written on a flat surface instead of a real 'device' sort of thing. Like, mostly combinations of runes/patterns and expensive inks and powders used in scribing said runes that hold the magic until it is dispelled (therefore being practical for a Spellbook). Would this be accurate?
Also, why did Logic Ninja apparently think no feat was required...?
Ok, so here's the twist. So long as it is for a one-shot trap only, could I use a Scroll of a spell I don't actually know myself for the Spell component?
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2009-09-15, 01:45 PM (ISO 8601)
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- Feb 2007
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- The Final Chapter
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Re: Creating Spell Traps [3.5]
Ah, spell traps. The first step in opening a portal to the Tippyverse...
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2009-09-15, 07:14 PM (ISO 8601)
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- May 2006
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Re: Creating Spell Traps [3.5]
If you're doing anything other than just casting spells, you must have Craft Wondrous Item.
Spell traps are simply spells that themselves function as traps. 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 the purpose.Originally Posted by Glyph of Warding