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ToA: Dispel Magic in the Tomb
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<blockquote data-quote="CapnZapp" data-source="post: 7549629" data-attributes="member: 12731"><p>I think I have a guess as to what the cause of your... apprehension... is. </p><p></p><p><em>Dispel magic</em> is mentioned on occasion in Chapter 5: Tomb of the Nine Gods.</p><p></p><p>The reason for this is <em>not</em> that every other trap can't be dispelled. </p><p></p><p>The reason is that the text is discussing a "non-trap trap" - that is, something the adventurers might want to dispel without it being a "formal" trap. So what the text is doing is merely to add dispel magic to the prospective tomb robbers' arsenal for these features. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That magic traps can be dispelled is a core rule from the DMG, and not something overruled or even discussed by the chapter. Dispel magic is not on the page 128 list of modified spells, for instance.</p><p></p><p>Several traps and other hazards <em>are</em> protected by Acecerak. But the chief defense is... not triggering the heroes' suspicion. Or misdirecting it. That is, if they cast <em>dispel magic</em> it might well work, but in many cases they won't because they have no reason to - and it is too expensive to spend a third level slot every time something seems off (as a DM it is our job to make sure that's the case). Or they have reason but cast it in the wrong place, and so on...</p><p></p><p>Do note <em>detect magic</em> doesn't generally reveal magic traps. Each such trap will have to present any details on an individual basis, like with the fire-breathing statue (the DMG example magic trap).</p><p></p><p>I think that if Acecerak would hear your concerns about <em>dispel magic</em> he would (scornfully <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> reply: the defense against <em>dispel magic</em> is to have more traps <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>That is - while I see your logic "the traps of the master of traps can't be puny dispellable traps" I do not see it as something that needs a solution as drastic as making the traps immune to dispel magic.</p><p></p><p>At most I would suggest you identify your favorite traps - the ones you feel make for a more memorable experience if they actually go off - and then decide Acecerak has cast them at spell level 9. This makes them close to functionally immune - either the heroes cast <em>dispel magic</em> using a level 9 slot (which they don't have) or they need to make a spellcasting roll with DC 19 (which given a +5 casting modifier should be a 35% chance tops).</p><p></p><p>But I would keep this to a minimum, and I would make sure <em>detect magic</em> makes it clear strong magic is used (= that dispel magic is likely to fail). </p><p></p><p>Then I would allow all the other (magic) traps to be automatically dispelled when and if <em>dispel magic</em> is used (unless the module says otherwise, of course). I really see no way this will happen very often, so I see no reason to hold back the payout for when the party does use this option. In my run through the module - all of it - I can't remember them using <em>dispel magic</em> more than half a dozen times.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7549629, member: 12731"] I think I have a guess as to what the cause of your... apprehension... is. [I]Dispel magic[/I] is mentioned on occasion in Chapter 5: Tomb of the Nine Gods. The reason for this is [I]not[/I] that every other trap can't be dispelled. The reason is that the text is discussing a "non-trap trap" - that is, something the adventurers might want to dispel without it being a "formal" trap. So what the text is doing is merely to add dispel magic to the prospective tomb robbers' arsenal for these features. :) That magic traps can be dispelled is a core rule from the DMG, and not something overruled or even discussed by the chapter. Dispel magic is not on the page 128 list of modified spells, for instance. Several traps and other hazards [I]are[/I] protected by Acecerak. But the chief defense is... not triggering the heroes' suspicion. Or misdirecting it. That is, if they cast [I]dispel magic[/I] it might well work, but in many cases they won't because they have no reason to - and it is too expensive to spend a third level slot every time something seems off (as a DM it is our job to make sure that's the case). Or they have reason but cast it in the wrong place, and so on... Do note [I]detect magic[/I] doesn't generally reveal magic traps. Each such trap will have to present any details on an individual basis, like with the fire-breathing statue (the DMG example magic trap). I think that if Acecerak would hear your concerns about [I]dispel magic[/I] he would (scornfully :) reply: the defense against [I]dispel magic[/I] is to have more traps :) That is - while I see your logic "the traps of the master of traps can't be puny dispellable traps" I do not see it as something that needs a solution as drastic as making the traps immune to dispel magic. At most I would suggest you identify your favorite traps - the ones you feel make for a more memorable experience if they actually go off - and then decide Acecerak has cast them at spell level 9. This makes them close to functionally immune - either the heroes cast [I]dispel magic[/I] using a level 9 slot (which they don't have) or they need to make a spellcasting roll with DC 19 (which given a +5 casting modifier should be a 35% chance tops). But I would keep this to a minimum, and I would make sure [I]detect magic[/I] makes it clear strong magic is used (= that dispel magic is likely to fail). Then I would allow all the other (magic) traps to be automatically dispelled when and if [I]dispel magic[/I] is used (unless the module says otherwise, of course). I really see no way this will happen very often, so I see no reason to hold back the payout for when the party does use this option. In my run through the module - all of it - I can't remember them using [I]dispel magic[/I] more than half a dozen times. [/QUOTE]
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