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What are your favorite traps?
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<blockquote data-quote="MarkB" data-source="post: 2940234" data-attributes="member: 40176"><p><strong>Infinite-loop Reverse Gravity trap</strong></p><p></p><p>There's a nasty trap I came up with a little while ago for a thread on dirty spellcasting tricks. It consists of a room about 20 feet wide by 60 feet tall, in the form of a tall cylinder whose floor and ceiling both slope at around 45 degrees, and are either built of very smooth material such as marble and/or greased.</p><p></p><p>Characters enter from a corridor at the left, a little above floor level, either voluntarily entering the strange room, or being tricked/forced in by an illusion or slippery slope.</p><p></p><p>Once one or more characters (depending on taste) come within the range of the <em>alarm</em> trigger on the floor, a <em>Reverse Gravity</em> spell is cast - but only on the left-hand side of the room.</p><p></p><p>The occupants fall upwards to the ceiling, taking falling damage, tumble up the slick sloped ceiling until they exit the reverse-gravity field, then fall downwards to the floor, taking falling damage, then tumble down the slick sloped floor until they enter the reverse-gravity field, then fall upwards to the ceiling, taking falling damage...</p><p></p><p>This continues until the spell duration expires, with a fairly arbitrary estimate of one complete revolution through the trap per round. At minimum caster level, that's seven rounds' worth of two sets of 60-foot falling damage, unless the subjects can manage to somehow catch themselves and avoid falling into / out of the reverse-gravity field.</p><p></p><p>As written that's excessively harsh unless the PCs have some versatile spellcasting options, so I'd probably build in some flaw (such as worn floor or ceiling tiles providing handholds) which they could exploit to save themselves.</p><p></p><p><strong>EDIT:</strong> Actually, it's 13 rounds at minimum caster level, of course - I was mixing up spell level and caster level.</p></blockquote><p></p>
[QUOTE="MarkB, post: 2940234, member: 40176"] [b]Infinite-loop Reverse Gravity trap[/b] There's a nasty trap I came up with a little while ago for a thread on dirty spellcasting tricks. It consists of a room about 20 feet wide by 60 feet tall, in the form of a tall cylinder whose floor and ceiling both slope at around 45 degrees, and are either built of very smooth material such as marble and/or greased. Characters enter from a corridor at the left, a little above floor level, either voluntarily entering the strange room, or being tricked/forced in by an illusion or slippery slope. Once one or more characters (depending on taste) come within the range of the [i]alarm[/i] trigger on the floor, a [i]Reverse Gravity[/i] spell is cast - but only on the left-hand side of the room. The occupants fall upwards to the ceiling, taking falling damage, tumble up the slick sloped ceiling until they exit the reverse-gravity field, then fall downwards to the floor, taking falling damage, then tumble down the slick sloped floor until they enter the reverse-gravity field, then fall upwards to the ceiling, taking falling damage... This continues until the spell duration expires, with a fairly arbitrary estimate of one complete revolution through the trap per round. At minimum caster level, that's seven rounds' worth of two sets of 60-foot falling damage, unless the subjects can manage to somehow catch themselves and avoid falling into / out of the reverse-gravity field. As written that's excessively harsh unless the PCs have some versatile spellcasting options, so I'd probably build in some flaw (such as worn floor or ceiling tiles providing handholds) which they could exploit to save themselves. [b]EDIT:[/b] Actually, it's 13 rounds at minimum caster level, of course - I was mixing up spell level and caster level. [/QUOTE]
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