I'm looking for some advice regarding 2 traps that I'll be running tonight (traps and questions spoiled below):
Trigger proximity (alarm); Reset automatic
Effect The spell crucible summons three shadowfire elementals
(see Creatures, below). Then the crucible makes a targeted
dispel magic (CL 12th) against each non-elemental creature
in the chamber. As long as the spell crucible is active, any
creature casting a spell or using a spell-like ability in this
room is immediately subject to a counter spell (dispel magic,
CL 12th). If the crucible succeeds in dispelling an existing
spell or counterspelling a spell being cast, the affected
creature or caster is targeted by a fireball 1 round later (10-ft.
burst, Reflex DC 14 half). The fireball deals 1d6 points of fire
damage per level of the triggering creature’s dispelled spell
(or the combined level of all spells if the crucible dispelled
multiple spells on that creature).
The targeted dispel option for the spell dispel magic typically removes only 1 spell from the target if it's successful. The part at the end (bolded) of the trap seems to suggest that the trap might dispel multiple spells on each creature when it goes off.
Would you run it just like the spell, limiting it to removing only 1 spell? If you think the trap can remove more than 1 spell, would you roll once for each target, and dispel any or all spells on the target that that roll beats? Or, roll once against each spell on each target, dispelling or not dispelling each spell accordingly?
Trap: Opening the door into area K10 unleashes the firefall,
a waterfall of burning oil that pours down the grooves and
quickly burns any living thing below. The oil is contained in
large vessels underneath the flagstones of the landing at the
south end of the room, and is discharged through a number
of tiny pipes leading into the grooves.
If the PCs set off the trap, the oil pours through the pipes
and then ignites. The grooves swiftly disperse the flaming
oil through the room and down toward the door leading to
FIREFALL TRAP CR 6
The paragraph text says it triggers when the door is opened, but in the trap's stat block, the 1st effect is, "The door to this room locks," and then other effects ensue. I can't quite tell what the intent is here. If the door locks (closing 1st?), then the PCs would be on the safe side, with the flaming oil getting to them (under the door) on the 3rd round — the 1st two rounds, the oil would be burning on the other side of the door. Maybe opening the door "arms" the trap, and then the trigger = "proximity" to the source (deeper in the room, where the oil starts), which would likely put some PCs in the area that's affected on the 1st or 2nd round.
Any suggestions? How would you run it?
I'd like some advice or rules-clarification for an upcoming session I'll be running:
The rules for the Perception skill indicate that a character may Try Again to sense something if the stimulus is still present. But, the Action subsection indicates that most Perception checks are "...reactive, made in response to observable stimulus.", and that a move action is taken only when intentionally searching for something. Let's call a reactive check a check to notice something.
Now, suppose some characters pass by a niche in the wall of a dungeon corridor (the stimulus) and fail to notice it. It's not critical to the plot that they discover the niche, but it would be beneficial for them to notice it, as it would either reward them or protect them (by preventing the triggering of a nearby trap).
Then, the same characters spend a few minutes in a nearby room, after which they re-traverse the same corridor, passing by the same niche again.
Should they be allowed to Try Again and roll another set of Perception checks, and if so, with or without any penalties?
My gut instinct is to have them roll again (or roll myself), but with a –4 penalty. My reasoning for applying a penalty is that they're typically cautious and observant when first traversing an area, but on return trips they're less on-guard.
If the 1st pass by should be their only chance, then I'm being too generous. If they should get a new roll with no penalties every time they pass the stimulus, then I'm being too stingy.
In the text for the spell Dispel Magic, there are several instances of the terms dispel check and caster level check that seem to indicate essentially the same thing (d20 + caster level). The term dispel check occurs earlier and is more directly relevant to the spell, and the more-general term caster level check is typically associated with overcoming spell resistance, so...
For clarity, I suggest that the spell's text be edited to replace the term caster level check with the term dispel check, throughout.
I understand that the roll and mods are the same, and that a dispel check may be considered a sub-class of caster level check, but within one spell description, using the two terms interchangeably serves to confuse.
Actus Fodiendo (BRD 2)
Portion of Dispel Magic spell text provided below to highlight the relevant terms (all instances of checks bolded):