Magic Traps: Too cheap for infinite effect.


Additional Rules


Per RAW, an autoreset trap of Magic Circle against Evil costs 11,500 gp for a CL 12 effect, to anyone who walks over it. This allows armies to walk around with the buff whenever they choose to. The same can be done with Greater Magic Weapon.

An autoreset trap of cure light wounds, at 2500 gp, will provide infinite healing.

Setting a finite limit to magical traps is someone necessary, as otherwise, every wizard tower or clerical church with sufficient time and funds will have infinite casting of spells at whatever caster level they choose to have them. Magical traps, when used for buffing, can be the most cost efficient magical items in the game.


I believe the trap creation rules are meant to be used as mere guidelines in the end. Much like the magic item creation rules, you could design a very cheap item that grants you cure light wounds at will. The rules are not meant to cover every case or be applied to any spell.


Blazej wrote:
I believe the trap creation rules are meant to be used as mere guidelines in the end. Much like the magic item creation rules, you could design a very cheap item that grants you cure light wounds at will. The rules are not meant to cover every case or be applied to any spell.

I don't disagree, but I think this needs to be made somewhat explicit, as some situations which might be intuitive in some situations, like an autoreset trap of inflict serious wounds, become absurd under unusual circumstances, like a dungeon full of intelligent undead, who use the trap to heal.

In this case, a normal magical trap designed as an obstacle for the PCs becomes a monster resource which, barring a rogue disarming it, will result in a very difficult set of challenges.

Liberty's Edge Contributor

TreeLynx wrote:

Per RAW, an autoreset trap of Magic Circle against Evil costs 11,500 gp for a CL 12 effect, to anyone who walks over it. This allows armies to walk around with the buff whenever they choose to. The same can be done with Greater Magic Weapon.

An autoreset trap of cure light wounds, at 2500 gp, will provide infinite healing.

Setting a finite limit to magical traps is someone necessary, as otherwise, every wizard tower or clerical church with sufficient time and funds will have infinite casting of spells at whatever caster level they choose to have them. Magical traps, when used for buffing, can be the most cost efficient magical items in the game.

But if they're buffing, they aren't traps.

For the most part, I don't really think we even need pricing guidelines for magical traps; They are almost always the domain of DMs and evil wizards, rather than a bold band of adventurers. That being said, I'm glad there are pricing systems, if only for completeness.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Immora wrote:
For the most part, I don't really think we even need pricing guidelines for magical traps; They are almost always the domain of DMs and evil wizards, rather than a bold band of adventurers. That being said, I'm glad there are pricing systems, if only for completeness.

I mentioned on another thread that sooner or later, the PCs get a fortress, headquarters, school, or other building that they want to defend and put in some traps of their own. That's what the pricing is really for.

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