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poisons_traps [2024/12/25 00:25] – created scottpoisons_traps [2024/12/25 00:25] (current) scott
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   * Object: A trap is an object.   * Object: A trap is an object.
   * Unaware: If you are unaware of a trap, it targets your unaware AC.   * Unaware: If you are unaware of a trap, it targets your unaware AC.
 +
 +==== Creating a Trap ====
 +
 +You can modify a generic trap in the following ways:
 +^ Modification ^ Effect ^ Notes ^
 +| Spell Effect | Rather than deal damage it triggers a spell. A spell is cast at the level of the trap. It cannot cast personal spells. | A spell trigger trap is considered a “spell”. It can be detected via things like “Detect (magic)” and dispelled. The Spellcasting check must beat the trap’s DC. |
 +| Magical Trap | The trap creates a magical effect that doesn’t recreate a particular spell. | Base cost x3. |
 +| Seal the Room | When triggered, the trap closes and locks all doors in the room in addition to any other effect. | +500 GP. |
 +| Damage Type | The damage dealt by the trap is changed to any other damage type. | x1.5 base cost. |
 +| Exceptional Trap | An exceptionally well crafted trap gains a higher bonus (and thus DC). Its bonus is equal to its level + 8. (It is treated as if it were exceptional at whatever it is doing.) | Base cost x2. |
 +| Obvious Trap | The trap, or at least its trigger mechanism, is painfully obvious. | Reduce the DC to spot the trap by 5. (But not the other bonus.) |
 +| Resetting Trap | The trap automatically re-arms itself after being triggered. Such traps require some expenditure of resources (ammunition, material, clockwork, etc) costing at least 1 GP to be expended when used. | This effectively means you can pay 1 GP extra per reset you’d like the trap to be able to perform. |
 +| Wider Area | The trap hits a broader area, ranging from “trigger point and adjacent” to “the entire room”. | Base cost x2-x10. |
 +
 +
  
 ==== Spotting a Trap ==== ==== Spotting a Trap ====

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