Author Topic: magical traps  (Read 2333 times)

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Offline mongo

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magical traps
« on: February 10, 2008, 11:35:13 AM »
Hi,

A couple of questions.

First, how does one create a magical trap? Is it simply a Rune that is set off when certain conditions are met? The Rune skill doesn't say anything about conditions and Runes used as traps.

Second, can magical traps be disarmed? The Locks and Traps skill says it only works for mechanical traps.

The rules under magical traps (p. 78) are only for finding them. Even if you know about a magic trap, there is no way to bypass it? The Dispel Magic spells says it only works on Active Magic, while a magic trap is Waiting Magic.

Thanks,

Mongo

Offline Fidoric

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Re: magical traps
« Reply #1 on: February 10, 2008, 02:22:03 PM »
College of Magics can bring you answers. It has rules about Trap runes, special runes with triggers that may be exactly what you are looking for.
Now there's a plan : we go there, we blast him, we come back...
Fighters forever !
Heart of steel.

Offline Aaron

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Re: magical traps
« Reply #2 on: February 11, 2008, 12:50:16 AM »
If i remember correctly, the trigger part of the spell is active magic, but correct me if i'm wrong. If you cast dispel magic on fireball trap, it's still there, but it has no trigger.

Good possibilities for story there... maybe some spell used by PC or foes misses and ends up hitting the trap, which goes off, collapsing the tunnel...
If any spell can be made into potion, how does fireball potion work when someone drinks it?:D