Daze monsterand hold person traps work well in conjunction with encounter traps, robbing the players of their actions while they're subject to repeated attacks from the trap. Players fight these traps like they were a monster encounter, using disable device and dispel magic to shut the trap down one piece at a time or delivering hp damage to the parts to break the mechanisms. If you have Dungeonscape, you'll be familiar with the idea of an encounter trap: a trap that functions like a monster, activating repeatedly for a number of rounds on a set initiative account. If they trigger the explosive fireball, they're burned, roughed up, and pushed back 20 feet -right into the pit again. The players negotiate the first traps and reach the door. For example, suppose in our hallway with the fear/pit/ reverse gravity combo, there is a door 20 feet beyond the pit, trapped with an explosive fireball. Confusion and suggestion are good for this too, as are AoE damage spells modified with the explosive spell metamagic feat. You'll notice a theme here (apart from rudeness and cruelty, I mean): spells that force involuntary movement are preferred, because they can walk a PC into another trap in an unexplored area without giving him a chance to search for and disarm/avoid the trap. The fleeing character falls in a pit, takes damage, triggers a reverse gravity trap, falls through the ceiling, takes damage, the reverse gravity effect wears off and he falls back into the original pit, taking more damage. Those who fail their saves will run forward into the pit.Īlso, I am rather fond of placing reverse gravity traps at the bottom of pits, along with upside down covered pit traps in the ceiling. When triggered, the players will get hit with a fear effect from behind. Place the trigger for the fear trap about 1/4 of the way along the hall. Imagine a length of hallway with a fear trap at its entrance and a covered pit about 3/4 of the way along. You'll recall that characters who are running do not receive saving throws to avoid falling into covered pits. Also, fear traps are especially effective for combo traps, because they drive a specific adventurer behavior (running in panic). There is something fundamentally wrong about a merchant whose "welcome mat" says "Duck".Oooo! Provide trap examples from the shop the OP, I'm a major fan of permanent symbols. My wife, upon discovering this spell for the first time, trapped her character's shop so well that I used it as a template for a dungeon I ran in another campaign. It is our intent to work within this license in good faith.Also, Fabricate is awesome for this purpose, if you don't mind putting ranks into Craft (trapmaking). If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. This is part of the Revised (v.3.5) System Reference Document. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.īack to Main Page → System Reference Document → Spells Open Game Content Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. Otherwise, the chance of erasing nonmagical writing is 90%. Nonmagical writing is automatically erased if you touch it and no one else is holding it. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory scriptor a symbolspell. Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
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