Help me install sprinklers! Setting up spell effects that aren't really traps


Advice

Sovereign Court

Does anyone know of a way to set off a spell in the event of a specific environmental stimulus rather than a creature-driven one? Like quench if a fire starts? Doesn't seem to follow the trap rules, hallow doesn't cover it because protection from energy only applies to creatures, and contingency has a range of personal.

Other suggestions for fireproofing are also quite welcome but my main curiosity is the ability to store and automatically apply spells to areas or objects with specific (or non-trap-applicable) triggers, with minimal homeruling.


I don't see why the Trigger can't be an effect or occurrence, like others will have touch, proximity (alarm), location, this one could just have proximity (fire) or whatever.

Sovereign Court

yukongil wrote:
I don't see why the Trigger can't be an effect or occurrence, like others will have touch, proximity (alarm), location, this one could just have proximity (fire) or whatever.

I don't either! But I also don't see why protection from energy doesn't apply to objects and why other spells aren't allowable for hallow. In the case of traps, I didn't see any of the listed trigger conditions permitting for this sort of thing. An arcane eye could possibly see the fire happening but that requires line of sight which doesn't work well for complex structures like houses or dungeons.


So let's focus specifically on creating a defense against fire. This should not be too difficult, actually.

1. Fire extinguishers are a thing, sorta.

2. Now we want a few constructs. Fortunately, small poppets can be programmed with contingent orders:

"Poppets have no minds of their own, and so carry out orders explicitly as they are instructed, even if their situation makes the command nonsensical. Poppets can only perform simple manual labor, but they can be commanded to perform simple tasks at certain times, or when certain conditions are met."

Definitely spring for the Sealed mod, so that they aren't weak to fire. At 600 gold to make (or 1100 to commission,) you can easily create teams of them: one to use the extinguisher as needed, and one to refill it as needed. The total cost of a team is 1275 (2275) gold.


Maybe don't overthink this too much. There isn't a specific "detect fire" spell b/c nearly all spells are meant to help a PC in realtime. A Cleric or Wizard wouldn't need to be able to SEE fire to cast Drench on it, they'd be there and cast Drench on it.

If you absolutely need something along those lines, maybe use Detect Radiation. It's a level 1 spell that determines if there's radiation in the area. Modify THAT spell to detecting Heat or Fire in the area, throw it into the system as a Proximity Trigger and have the "trap" cast Drench if detected.

Or if you want, you could use Clairvoyance. Clairaudience is called out to be used in traps for a Sound trigger - if sound is detected the trap happens. Using Clairvoyance, maybe you just set the condition that if it sees fire, the Drench spell goes off?

The Exchange

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a modification of a Glyph of Warding cast on a metal fixture what is then sold (in groups) thru your local "Magic Home Depot"...
"Fire Sprinkler" - When attached to a ceiling, and when a fire larger than a torch is in it's AOE, it triggers the Glyph which casts a Create Water at Caster Level 5 - delivering 10 gallons of water in "a downpour".

Or use a slightly higher level spell and have the Glyph trigger a Sleet Storm (40' radius, duration 1 rd/level) that extinguishes torches and small fires in the area.


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And given how much stuff Guards and Wards packs into a 6th level spell, you can feel justified in creating all sorts of abjurations of similar but lesser effect :D


Improve the hardness of an object and fire will have a hard time burning it. There's an old spell which does that.


Maxim Perdan wrote:

Does anyone know of a way to set off a spell in the event of a specific environmental stimulus rather than a creature-driven one? Like quench if a fire starts? Doesn't seem to follow the trap rules, hallow doesn't cover it because protection from energy only applies to creatures, and contingency has a range of personal.

Other suggestions for fireproofing are also quite welcome but my main curiosity is the ability to store and automatically apply spells to areas or objects with specific (or non-trap-applicable) triggers, with minimal homeruling.

for triggering all kind of stuff (not only water sprinklers):

well all symbols (that work like symbol of death) and the magic mouth spell can have visual triggers. such as "when a fire of so and so size start within sensor range" (for magic mouth the range is 15 ft from mouth for symbols i don't remember). all of these can be made permanent with permanency.
there is also 'Selective Alarm' (scroll down) that can have the same trigger, but while it is said to work like alarm, im not sure that like alarm it can also be made permanent.

as for anti-fire set up:
while the mouth can not be used for casting spells\using activation words\or activate magic effects, it can give orders, in case you got bound water elemental\constructs\unseen servants etc that will follow orders. so you can have a mouth order, say an animated object made permanent with permanency, like a mop to carry buckets of water..(and i think you can see where this is heading to).

on second thought, just animate the buckets.

and i might be wrong, but that last bit might not work. by RAW animated object only do one thing, attack a designated target. (maybe you can make it attack fire with water it draws?)

Sovereign Court

Sandslice wrote:

So let's focus specifically on creating a defense against fire. This should not be too difficult, actually.

1. Fire extinguishers are a thing, sorta.

2. Now we want a few constructs. Fortunately, small poppets can be programmed with contingent orders:

"Poppets have no minds of their own, and so carry out orders explicitly as they are instructed, even if their situation makes the command nonsensical. Poppets can only perform simple manual labor, but they can be commanded to perform simple tasks at certain times, or when certain conditions are met."

Definitely spring for the Sealed mod, so that they aren't weak to fire. At 600 gold to make (or 1100 to commission,) you can easily create teams of them: one to use the extinguisher as needed, and one to refill it as needed. The total cost of a team is 1275 (2275) gold.

That's quite clever, and good call on the pumps! The character asking about this is actually a construct crafter, so having a little fire service in the area would be both adorable and quite available!

Quote:
And given how much stuff Guards and Wards packs into a 6th level spell, you can feel justified in creating all sorts of abjurations of similar but lesser effect :D

Hadn't even considered this spell. No kill like overkill! xD

Sovereign Court

Mark Hoover 330 wrote:

Maybe don't overthink this too much. There isn't a specific "detect fire" spell b/c nearly all spells are meant to help a PC in realtime. A Cleric or Wizard wouldn't need to be able to SEE fire to cast Drench on it, they'd be there and cast Drench on it.

If you absolutely need something along those lines, maybe use Detect Radiation. It's a level 1 spell that determines if there's radiation in the area. Modify THAT spell to detecting Heat or Fire in the area, throw it into the system as a Proximity Trigger and have the "trap" cast Drench if detected.

Interesting! Doesn't seem to be too much of a stretch, though definitely in homerule territory.

Quote:
Or if you want, you could use Clairvoyance. Clairaudience is called out to be used in traps for a Sound trigger - if sound is detected the trap happens. Using Clairvoyance, maybe you just set the condition that if it sees fire, the Drench spell goes off?

See, I had the same thought but clairvoyance requires line of sight which means the fire could spread in an area like a dungeon, building, or forest before it's contained. Clairaudience I hadn't considered... You hear a snap, crackle, pop, you go off. Just means no normal sources of fire in the area, like torches or fireplaces.

Sovereign Court

avr wrote:
Improve the hardness of an object and fire will have a hard time burning it. There's an old spell which does that.

Ah, from 3.5! I'mma keep this in my pocket for later, cheers!

Sovereign Court

zza ni wrote:

for triggering all kind of stuff (not only water sprinklers):

well all symbols (that work like symbol of death) and the magic mouth spell can have visual triggers. such as "when a fire of so and so size start within sensor range" (for magic mouth the range is 15 ft from mouth for symbols i don't remember). all of these can be made permanent with permanency.
there is also 'Selective Alarm' (scroll down) that can have the same trigger, but while it is said to work like alarm, im not sure that like alarm it can also be made permanent.

I didn't even realize selective alarm was a spell! That seems perfect to build into a trap which douses everything. Weirdly enough, it seems like magical traps don't require a casting of permanency...

Edit: Dang it, glossed over the fact that it still has to be keyed to a creature or object.

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