CR for symbol of death?


log in or register to remove this ad

CR = 10 + spell lvl + ability modifier
8th lvl spell would be 10 + 8 + minimum ability score of 18, so +4 bonus for a CR of 22.

Pretty sure thats right.
 

That's the formula for saving throw DC, not CR. I believe that typically, yes, a magical trap has a CR equal to its spell level. In my experience, however, a magical trap will either succeed 100% of the time (versus a party without access to Detect/Dispel Magic) or it will never work (versus a party with access to Detect/Dispel Magic). I dislike using magical traps in all but the rarest of circumstance for that exact reason.
 


Krelios said:
That's the formula for saving throw DC, not CR. I believe that typically, yes, a magical trap has a CR equal to its spell level. In my experience, however, a magical trap will either succeed 100% of the time (versus a party without access to Detect/Dispel Magic) or it will never work (versus a party with access to Detect/Dispel Magic). I dislike using magical traps in all but the rarest of circumstance for that exact reason.

Symbols work real well at bottoms of pit traps. Add in a weight triggered cave in trap and bam! dead or suffocating intruder.
 

frankthedm said:
Symbols work real well at bottoms of pit traps. Add in a weight triggered cave in trap and bam! dead or suffocating intruder.
That's very true, it's also not any fun... I tend to avoid "rocks fall, you die" traps as much as possible. After all, if the game is rigged from the start, why play?
 

Krelios said:
That's very true, it's also not any fun... I tend to avoid "rocks fall, you die" traps as much as possible. After all, if the game is rigged from the start, why play?

On the other hand, if the players know that they are walking into a MASSIVE DUNGEON OF DEATH (subterranean kobold city with a few high level sorcerers/clerics, or a powerful lich lair, or a Great Wyrm's lair) then they should understand the risks involved, and take suitable precautions. I find that logically placed traps only kill/maim those who aren't taking suitable precautions.

The only annoying traps to me are ones like random pit traps in the middle of heavily travelled corridors that for some reason the local wandering monster never seems to set off.
 

Corsair said:
On the other hand, if the players know that they are walking into a MASSIVE DUNGEON OF DEATH (subterranean kobold city with a few high level sorcerers/clerics, or a powerful lich lair, or a Great Wyrm's lair) then they should understand the risks involved, and take suitable precautions. I find that logically placed traps only kill/maim those who aren't taking suitable precautions.

The only annoying traps to me are ones like random pit traps in the middle of heavily travelled corridors that for some reason the local wandering monster never seems to set off.
True enough, and I have used very lethal traps before, but as you said, in logical places. The worst one was a Symbol of Death on a vampire lord's crypt room, but it said "DEATH AWAITS YOU" in common above the door and the runes were not disguised at all... unfortunately the party rogue still failed her Disable Device roll by more than 5...
 


No, no, no no.....Symbol of Stunning on the sorceresses underwear. (I recall a thread about this....."how my underwear killed the psion" or some such title). ;) Talk about a magic trap. Not only does she have that high charisma, you get stunned trying to get into her pants. ;)
 

Remove ads

Top