| breithauptclan |
Yeah, for players they are called snares. Though there is Demolition Charge that does actually call it a hazard, but it works pretty much like a snare.
You could also use the Animate Object ritual to create something that behaves similarly to a complex hazard.
| Ravingdork |
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You could also use the Animate Object ritual to create something that behaves similarly to a complex hazard.
I once uad a witch use that on an entire cottage, while her enemies were still inside of it. It made for quite the memorable encounter!
| Errenor |
breithauptclan wrote:You could also use the Animate Object ritual to create something that behaves similarly to a complex hazard.I once uad a witch use that on an entire cottage, while her enemies were still inside of it. It made for quite the memorable encounter!
Have the enemies been waiting for a whole day while the ritual was being casted?
| Ravingdork |
Ravingdork wrote:Have the enemies been waiting for a whole day while the ritual was being casted?breithauptclan wrote:You could also use the Animate Object ritual to create something that behaves similarly to a complex hazard.I once uad a witch use that on an entire cottage, while her enemies were still inside of it. It made for quite the memorable encounter!
This occured in 1st Edition, where such a ritual could be cast MUCH faster.
I suppose someone with the Ritualist archetype and the Efficient Rituals feat could still do it in as little as four hours, possibly catching sleeping occupants unaware. XD
| markrivett |
If my players wanted to craft a hazard, I would not stand in their way.
I’d use the crafting rules.
https://2e.aonprd.com/Skills.aspx?ID=4
Hazards have a level.
Hazards exist so, presumably, the players could research a “formula” (blueprint?).
The players will need tools and/or a workshop
The only stumbling stone is the raw material cost, and the cost of magical components if the players are trying to create a complex hazard. I think it’s probably reasonable to look at comparable-level magical items and make a best guess as to the cost of a hazard.
Obviously, the players will need to make or buy magical parts of the trap.
| breithauptclan |
There are already snares that can do rather magical looking things - though usually by using alchemical items. Ice Slick Snare for example.
If I was going to homebrew creating snares/hazards from spells, I would probably base it on the Glyph of Warding and remember to adjust for the difference between snare (item) level and spell level. So a 6th level snare could duplicate the effects of a 3rd level Glyph of Warding spell and could store a 2nd level damage dealing spell.
| Captain Morgan |
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Snares probably cover simple hazard needs well enough. For complex hazards one might consider the monster creation costs of rituals like animate object. Honestly, rituals are a good starting point for their costs, how long it takes to make one, and the risks of critical failure when working with hazardous materials.