| Voomer |
Hey all. The party in a game I am running are soon going to encounter a mirror of life trapping. If it captures any of the PCs, it will take a command word to make them appear in the mirror and another to release them. "Each pair of command words is specific to each prisoner."
My question is what would be involved for the other PCs to discover the command words. The rules state, "The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified." But it seems ridiculous a ZERO level spell (detect magic) will allow the party to figure out the command words. Any thoughts?
| 2bz2p |
Since the mirror in question has only one property and is strong abjuration, by RAW a Detect Magic could grant access to the command words, one check for each:
"3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties"
But spellcraft shows this would not be easy:
"Identify the properties of a magic item using detect magic: 15 + item's caster level"
Or DC 32 since a Life Trapping Mirror is caster 17, and being a craft, no automatic success of a Natural 20. So, it's pretty fair.
| 2bz2p |
OH - and the other ways, without Magic detection spells, is a DC 30 Knowledge Arcana or Knowledge History, and a result of 25 to 29 results in a clue.
Personally, since the device contains a different set of command words for each prisoner - I would add a +10 circumstance on a Knowledge History roll.
| Voomer |
The wizard in the party will practically automatically succeed the spellcraft check, but if he's captured in the mirror it may be a little harder for the other PCs. I guess this basically means that given half a minute the wizard would be able to figure out how to release any PCs trapped by the mirror. Kind of anti-climatic...
| blahpers |
Detect magic is sufficient, provided the caster has sufficient Spellcraft. Only one check is required, but as mentioned above it's a high check, which is where identify comes in. The wizard invested in Spellcraft; let him enjoy the fruits of his investment. Or chuck a greater magic aura on the thing to make it a bit harder. (Note that magic aura and greater magic aura don't grant a saving throw for a mere detect magic spell; identify or greater is required.)
| 2bz2p |
The wizard in the party will practically automatically succeed the spellcraft check, but if he's captured in the mirror it may be a little harder for the other PCs. I guess this basically means that given half a minute the wizard would be able to figure out how to release any PCs trapped by the mirror. Kind of anti-climatic...
Well they have to look at the mirror for three rounds, when you make them make a save on the first round, you have a good chance they look away and break the spell!
| Pizza Lord |
Of course, anyone can just break the mirror and free your trapped friends. That's why you also keep a couple nasty monsters in there for people taking the easy way out though. Remember that your friends' gear will be on the floor and they'll have to reequip before helping most likely. You can also have a few monsters fight each other, for fairness. An owlbear, an ogre, and a few orc warriors are fun.
Diego Rossi
|
Note that to identify a magic item it should be in your possession:
Check: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.
so the guy identifying the mirror should be at close distance, touching it. If possible behind it, but if it is affixed to a wall that isn't easy.
| 2bz2p |
Note that to identify a magic item it should be in your possession:
Spellcraft wrote:Check: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.detect Magic wrote:so the guy identifying the mirror should be at close distance, touching it. If possible behind it, but if it is affixed to a wall that isn't easy.
Hmm, does that mean the magical properties of a large or heavy item, like a big magical door or a magical fountain, cannot be known at all to the spell caster because they cannot physically possess it? Or does it mean possession as in "control of use", like your car is your possession?
Just make that mirror too big to carry by one person (unless they are giant) and you cannot glean its magical properties?
| Vatras |
My 2cp:
If the mirror is of importance to the adventure and not just a minor obstacle, it is not a run-of-the-mill magic item, but something special.
Example: the mirror holds a spirit, who acts as the keeper of the prisoners (think Snowwhite or Shrek here), and there are no commands to release them. The only way to get someone released would be to riddle him or to get the passkey (which is in the possession of whoever is in charge of the mirror or in the crypt of it's maker).
There was a module for basic D&D back in the day called "Skarda's Mirror", where the party had to venture into one such mirror, if you want to look it up.
| 2bz2p |
My 2cp:
If the mirror is of importance to the adventure and not just a minor obstacle, it is not a run-of-the-mill magic item, but something special.Example: the mirror holds a spirit, who acts as the keeper of the prisoners (think Snowwhite or Shrek here), and there are no commands to release them. The only way to get someone released would be to riddle him or to get the passkey (which is in the possession of whoever is in charge of the mirror or in the crypt of it's maker).
There was a module for basic D&D back in the day called "Skarda's Mirror", where the party had to venture into one such mirror, if you want to look it up.
or even The Midnight Mirror
http://paizo.com/products/btpy8rgj?Pathfinder-Module-The-Midnight-Mirror
| Voomer |
Interesting ideas, everyone! The mirror is not a major plot element, and for reasons I won't go into it is not something they are likely to manage to keep for loot...
This is an interesting observation:
Well they have to look at the mirror for three rounds, when you make them make a save on the first round, you have a good chance they look away and break the spell!
It appears the magic item requires repeated saves with repeated glances (not one of those save once every 24 hours things), so for the wizard to stare at the mirror for 3 rounds I guess he would have to make 3 saves... It does make it more likely they will break the mirror. And the fact those trapped within are stripped of gear is inconvenient -- and provides good humor value too!