
Arconz2000 |

ok, im gearing up to play a lvl 10 Wizard in a Friends game and have come to a bit of a conflict. I Plan on using the Creation spells as Defensive messures durin camping times via Creating Posioned arrow Traps and similar devices. He is unsure as to how/if this will work. minor creation Limits me to plant materials, but close to a third of the posions in the core rules are infact Plants, so im curious if there is already a standing guide line on this

Blueluck |

School - conjuration (creation); Level sorcerer/wizard 4
Casting - Time 1 minute
Components - V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation)
Range - 0 ft.
Effect - unattended, non-magical object of nonliving plant matter, up to 1 cu. ft./level
Duration - 1 hour/level (D)
Saving Throw - none; Spell Resistance no
You create a non-magical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Since the spell explicitly allows the creation of complex items, it would seem legal to me. As a GM, I would consider requiring two craft checks to create a poisoned trap: Traps & Alchemy.
This is a really cool idea, by the way! I recently started playing a wizard who is focusing on crafting, and I plan to make quite a few traps. I had counted on trap making being somewhat tedious and potentially nonviable until I get Fabricate at 9th level, but this will get me started a couple levels early.
A trick I plan to use at even lower levels is the first level spell Expeditious Excavation (APG) to create a 5-10 ft deep pit, and some already prepared wooden stakes for the bottom.

Blueluck |

By the way, this is the paragraph that made me decide that only a Wizard would worth anything as a trap maker.
Mechanical Trap Cost
The cost of a mechanical trap is 1,000 gp × the trap’s Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap’s Challenge Rating.
A CR 1 pit trap is a 20' deep pit.
A CR 2 spiked pit trap is a 10' deep pit with some stakes.
A CR 3 camouflaged pit trap is a 30' deep pit with some branches or a rug.
By RAW these would cost 250, 500, and 750 gold to create, after the "particularly simple" discount? There's no way this is viable without spells to reduce the cost and time requirements.
I know the crafting rules are just silly, but it apparently takes over a month to dig a hole. I've done some landscaping and dug a latrine or two in my time, and I can tell you it takes longer than you might think to dig a 10x10x10' hole, but not two months!

Arconz2000 |

ya, spels can make good traps quick, my friend is unsure it the created item has to be the same material. but ya enjot the idea, its something fun to do, just make sure ur dm has a heads up on how to handle it. i was just curious about what if any offical words their were on this.
PS: another good item.... Siege Engines