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Table 2-4 : CR Modifiers by Poison Type

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New Spells

New Spells

CHAPTER 2 : SKILLS AND FEATS

TABLE 2-3: RAW MATERIALS COST AND CR MODIFIERS FOR MAGIC DEVICE TRAPS

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Feature Raw Material Cost difier* M XP Cost Modifier*

Highest-level spell (one-shot) 50 gp x caster level x spell level

Highest-level spell (automatic reset) 500 gp x caster level x spell level

Alarm 4 XP x caster level x spell level 40 XP x caster level x spell level

Other spell effect (one-shot)

50 gp x caster level x spell level Other spell effect (automatic reset) 500 gp x caster level x spell level 4 XP x caster level x spell level 40 XP x caster level x spell level

CR Modifier Spell level or +1/7 points of average damage per round* Spell level or +1/7 points of average damage per round* -

Extra Costs (Added to Raw Materials Cost) -

Material Components XP Costs

Cost of all material components used (x100 if automatic reset) 5 x XP cost (x100 if automatic reset) *Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers)- For example, a trap that deals 2d8 points of damage (an average of 9 points) rounds down to 7, while one that does 3d6 points of damage (an average of 10-5) rounds up to 14**These formulas are correct- Those given in the Creating Magic Traps section in Chapter 4 of the DUNGEON MASTER'S Guide are incorrect-

Spell: All spell traps have this type of trigger- The appropriate spell descriptions in the Player's Handbook explain the trigger conditions for each of these traps-

Reset

A reset element is simply the set of conditions under which a trap becomes ready to trigger again- The available types are explained below .

No Reset : Short of completely rebuilding the trap, there's no way to trigger it more than once- Spell traps have the no reset element-

Repair Reset: To get the trap functioning again, you must repair it-

Manual Reset: Resetting the trap requires someone to move the parts back into place . It's the standard reset for most mechanical traps-

Automatic Reset: The trap resets itself, either immediately or after a timed interval- Magic device traps get this feature at no cost-

Bgpass (Optional Element)

If you plan to move past a trap yourself, it's a good idea to build in a bypass mechanism-something that temporarily disarms the trap. Bypass elements are typically used only with mechanical traps ; spell traps usually have builtin allowances for the caster to bypass them- The check DCs given below are minimums ; raising them alters the base cost as shown on Table 2-2-

Lock : A lock bypass requires an Open Lock check (DC 30) to open.

Hidden Switch : A hidden switch requires a Search check (DC 25) to locate-

Hidden Lock : A hidden lock combines the features above, requiring a Search check (DC 25) to locate and an Open Lock check (DC 30) to open-

Step 3 : Figure out the Numbers

Now that you've figured out the trigger, reset, and bypass elements, it's time to define the trap itself. You need DCs for Search and Disable Device, plus attack/saving throw and damage/effect information- Keep your list of cost and CR adjustments running ; many of these elements also change those factors-

Search and Disable Device DCs

The builder sets the Search and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used-

Mechanical Trap: The base DC for both Search and Disable Device checks is 20- Raising or lowering either of these affects the base cost and CR as shown on Table 2-2-

MagicTrap : The DC for both Search and Disable Device checks is equal to 25 + spell level of the highest-level spell used. Only characters with the traps ability can attempt either check . These values do not affect the trap's cost or CR.

Attacks/Saving Throws

A trap usually either makes an attack roll or forces a saving throw to avoid it- Consult one or more of following sections to determine which option is appropriate for your trap, based on its type . Occasionally, a trap uses both of these options, or neither (see Never-Miss, page 29)-

Pits: These are holes (covered or not) that characters can fall into and take damage- A pit needs no attack roll, but a successful Reflex save (DCset by the builder) avoids it- Other save-dependent mechanical traps also fall into this category.

Ranged Attack Traps : These traps fling darts, arrows, spears, or the like at whoever activated the trap- The builder sets the attack bonus-

Melee Attack Traps : These traps include sharp blades that emerge from walls and stone blocks that fall from ceilings- Once again, the builder sets the attack bonus.

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