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Schools of Magic dungeon traps (looking for suggestions as well!)
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<blockquote data-quote="dmsheldon87" data-source="post: 7253370" data-attributes="member: 6892677"><p>This sounds really cool. Love the idea of giving your casters a time to shine.</p><p></p><p>Obviously you know your group better than I do, but I think some of the clues may be a bit too abstract, and the solutions may sometimes not have enough to do with the problem. Your casters don't have a whole lot of spell slots so unless you have a lot of rests planned, they're going to need to get each one right in like 3-4 tries. To me, that means the solution needs to have one component that is alluded to by both the problem and the clue. </p><p></p><p>The divination room is great: hundreds of holes but no key. The clue has the word "magic" in it. That will lead them to look up some divination spells, and hopefully find "detect magic." Casting that will reveal both the key and the right key hole. Evocation is also good: a demon-related chest that can't be opened. "Know the weakness" should make them start thinking of things that hurt demons. So maybe instead of acid, the solution could be radiant. The illusion room feels too open-ended to me. If you were to use "disguises" instead of "lies" in the clue that would direct them to Disguise Self, although they still wouldn't have any idea what to do with it. One hallmark of illusions is that physical interaction automatically reveals them to be fake. So maybe they reach into the mirror and it turns out one of the keys is real, or something like that.</p><p></p><p>Re: conjuration. Just off the top of my head, you could create a situation where the solution requires them to cross a barrier that they cannot physically cross. They will have to use mage hand, unseen servant, misty step, or something like that. Or a creature(s) they have to restrain or otherwise debuff with entangle, fog, grease, cloud of daggers, web, etc.</p><p></p><p>Re: enchantment. The general idea is to make someone do something they wouldn't otherwise do. So a demon who won't give you the key and they have to use suggestion, command, charm person, friend, etc. Or a boss with a minion, and the minion has the key. The boss won't let the minion give up the key but you can force the minion to fight the boss to the death with crown of madness, or force the minion to fight you with compelled duel.</p></blockquote><p></p>
[QUOTE="dmsheldon87, post: 7253370, member: 6892677"] This sounds really cool. Love the idea of giving your casters a time to shine. Obviously you know your group better than I do, but I think some of the clues may be a bit too abstract, and the solutions may sometimes not have enough to do with the problem. Your casters don't have a whole lot of spell slots so unless you have a lot of rests planned, they're going to need to get each one right in like 3-4 tries. To me, that means the solution needs to have one component that is alluded to by both the problem and the clue. The divination room is great: hundreds of holes but no key. The clue has the word "magic" in it. That will lead them to look up some divination spells, and hopefully find "detect magic." Casting that will reveal both the key and the right key hole. Evocation is also good: a demon-related chest that can't be opened. "Know the weakness" should make them start thinking of things that hurt demons. So maybe instead of acid, the solution could be radiant. The illusion room feels too open-ended to me. If you were to use "disguises" instead of "lies" in the clue that would direct them to Disguise Self, although they still wouldn't have any idea what to do with it. One hallmark of illusions is that physical interaction automatically reveals them to be fake. So maybe they reach into the mirror and it turns out one of the keys is real, or something like that. Re: conjuration. Just off the top of my head, you could create a situation where the solution requires them to cross a barrier that they cannot physically cross. They will have to use mage hand, unseen servant, misty step, or something like that. Or a creature(s) they have to restrain or otherwise debuff with entangle, fog, grease, cloud of daggers, web, etc. Re: enchantment. The general idea is to make someone do something they wouldn't otherwise do. So a demon who won't give you the key and they have to use suggestion, command, charm person, friend, etc. Or a boss with a minion, and the minion has the key. The boss won't let the minion give up the key but you can force the minion to fight the boss to the death with crown of madness, or force the minion to fight you with compelled duel. [/QUOTE]
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