Magic Traps


Rules Questions


I'm interesting in messing around with spell-casting traps, but I can't garner all I want in the SRD, and I'm already flooding my DM with emails so I want to cut that down as much as possible.

What is involved in resetting a 'manual reset' magic device trap? Disable Device, gold cost, spell to cast...? I'm seeing this gold cost but it may just be for creating, I don't see how reset would have gold cost (excluding components). Or do you even need to cast the spell yourself? I was thinking spell-like abilities and scrolls.

Can you generally buy existing traps wherever?

Also how long does it take to set a trap? Quick Trapsmith rogue talent lets you set lesser traps as a fullround action, that's all I can find.

Thanks.


Traps follow the craft rules, so I think that the time it takes is 1 day per 1000 gp.


I'm talking about setting and reloading though


The trap reset rules say:

Pathfinder PRD wrote:
No Reset: Short of completely rebuilding the trap, there's no way to trigger it more than once. [bold]Spell traps have no reset element.[/bold] (emphasis mine)

But that only governs spells that are traps, like glyph of warding. Otherwise, you pay for either unlimited use or single use when you make the magic trap. If you pay for unlimited use, it resets without needing any action from you.

Pathfinder PRD wrote:
Automatic: The trap resets itself, either immediately or after a timed interval.

EDIT: If you want it to have a manual reset, on the other hand, you pretty much get to dictate exactly how you want to reset it, since anything that isn't an instant reactivation is a power-down.

As far as setting goes, I've never heard of a magic trap that can be moved once placed. I believe they're assumed to be permanently tied to a single location.


Captain Ford wrote:

The trap reset rules say:

Pathfinder PRD wrote:
No Reset: Short of completely rebuilding the trap, there's no way to trigger it more than once. [bold]Spell traps have no reset element.[/bold] (emphasis mine)

But that only governs spells that are traps, like glyph of warding. Otherwise, you pay for either unlimited use or single use when you make the magic trap. If you pay for unlimited use, it resets without needing any action from you.

Pathfinder PRD wrote:
Automatic: The trap resets itself, either immediately or after a timed interval.

EDIT: If you want it to have a manual reset, on the other hand, you pretty much get to dictate exactly how you want to reset it, since anything that isn't an instant reactivation is a power-down.

As far as setting goes, I've never heard of a magic trap that can be moved once placed. I believe they're assumed to be permanently tied to a single location.

So you don't have to ever resupply components or anything for unlimited or manual?

Yeah me, I was thinking something much more mobile, almost like caltrops, like.


Well the book also says that if you wanted to craft it into an item you would have to have that craft skill as well. So you could make a wagon or a watch etc. into a trap. anything that can be the target of an "alarm" spell because that is the trigger. that being said still up to GM because rules here are very vague.

oh, and magic traps craft at 500 GP a day like magic items, only normal traps use regular crafting rules.

maybe you can talk to your GM and say if you cast the spell required on them they can be recharged manually. Its not in the rule book but regardless of spontaneous or prepared casting you sacrificed to set them so maybe. that however is not RAW at all so just ask nicely and maybe bring some candy and flowers when you ask.


To more specifically answer your question, most magic traps activate like the spells they are using so if it is a touch spell the enemy has to touch it, if it is range they just have to come in range. they are kinda always set (but don't be mad when your fireball trap goes off on you when you get charged by something.)

And availability of traps depends totally on GM and the setting

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