Pathfinder 1E Help me make a specific magic trap

koesherbacon

First Post
Hey everyone. I'd like some help designing a trap which would be legal by the rules.

I'd like the trap to be on a treasure chest, which when opened teleports the entire party to a new location where they've never been before. Would I want to use Teleportation Circle, Greater Teleport or another spell? If Teleportation Circle is the spell I want to use, how would I make the radius larger? With the Widen Spell metamagic? Even with Widen Spell, the radius would be 10', which might not be large enough to capture the entire party, is there a way to make this trap effect the entire room?

I'm just not sure how to design this trap, of all the stuff involved in DMing, traps are my weakest area.

Thanks a ton!
 

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Here's what I have so far...

Teleportation Trap

CR: 17 (3+3+1+1+9)
Type: Magic Device Trap
Spell: Teleportation Circle
Perception: DC 34
Disable Device: 34
Save: Will 28
Trigger: Touch
Reset: Automatic, 5 minutes after triggered
Bypass: Dimensional Anchor
Misc. Features: Multiple targets
 

I am sure there are people here that can help with making the trap legal, but if all you want to do is to teleport the party to a new area I think I might just hand wave it.
 

I would ignore the guidelines and build it on my own.

Trap: The chest, if opened, teleports everyone within 10' to (some location, could be random; might be a nasty trap/encounter area). The trap is on the inside of the lead-lined chest, so Detect Magic and other similar spells won't be able to pick it up. The trap resets in 1d4 rounds.

Detection: The 20' area around the chest is absent of dust or debris, as this also gets teleported when the trap is activated. A PC with Trapfinding or Scent can detect the faint odour of burnt cinnamon in the air - the tell-tale sign of teleportation magic (Search DC 34).

Disabling the Trap: Many spells (Dimensional Anchor/Lock, Summoning spells, Dispel Magic) can bypass the trap. A PC could bore a hole through the chest with a sturdy auger, breaking the amber circle, though there's a chance the trap will go off (DC 34 Disable Device). If the hole is bored without breaking the circle, and then filled with tree resin, the trap remains disabled until the resin is removed (at which point it becomes active again).

CR: At most this is CR 10.
 

Does it matter how far away they get teleported? within the same dungeon location, or someplace different entirely?

I'm going to assume the makers of this trap have access to higher levels of magic.

Teleport Trap
can direct everyone to a location of your choosing that's within range, and is triggered whenever any other teleportation effect occurs. Teleport Trap can be made permanent. Place that on the chest, or the chest's location.

Now you need a teleport spell to trigger it. If you've got access to 3.5 material, Scattering Trap is a lowish level spell that targets multiple people, but any teleportation spell up to 6th level that targets multiple people will work because...

the last spell to use is Contingency. Place this on the lock, making the condition for triggering be anyone trying to open the lock.
...or, since you're the DM, just say there's a chest that teleports anyone who tries to open it.
 


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