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  #31  
Old 01-24-2005, 10:59 AM
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No... it's 3 times a day, 9 levels of spells each activation. So the 9 levels of spell turning will last until they are all used up, or 13 rounds (Caster level of the ring) ends per activation...

It may take a while to get at him if you actually try to wear the ring out....
  #32  
Old 01-24-2005, 11:10 AM
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Hmm- that is what I said- max of 9 spell levels /round (you can only activate once per round), 3/day. Heh, definitely better to get round it other ways.
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  #33  
Old 01-24-2005, 03:44 PM
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Which is why the party warrior should have improved disarm and use the special disarm action to eliminate it.

Of course, I think that improved disarm is one of those requirements to be a warrior. Just a personal bias of mine.
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  #34  
Old 01-24-2005, 07:25 PM
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Quote:
Originally Posted by GhostKnight
Hmm- that is what I said- max of 9 spell levels /round (you can only activate once per round), 3/day. Heh, definitely better to get round it other ways.
It's a maximum of 9 levels per activation, not 9 levels per round.
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  #35  
Old 01-25-2005, 12:30 AM
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Can a magic trap be cast onto a large stone or rock and left in the middle of a path the party is following? So when they step near it, the trap will trigger off. I am working on some other wilderness traps other than the ranger and druid magic traps.
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  #36  
Old 01-25-2005, 03:38 AM
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Hmm. Some kind of rune trap? Check it out http://srd.rpgcrossing.com/spellsDto...xplosive-runes but I guess you have to somehow force the PCs to "read" the stone
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  #37  
Old 01-25-2005, 04:02 AM
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Knew about that one and there is the Sepia Snake Signil trap that works about the same way. I am just making sure I can cast something like the Burring Hands trap on a stone or log place in on or next to the path the party is following and when they walk by set it off. I am just thinking most players don't look for traps in the forest and the like and that would be something fun to do to them. I don't want to give too much info on it being the next game I am putting some players through.
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  #38  
Old 01-25-2005, 04:08 AM
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They have rules for magic traps in the DMG, I suggest looking there for how to make them. It is on page 115 of the 3.0 DMG, I am too lazy (and tired) to look up the numbers in the 3.5 DMG right now.
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  #39  
Old 01-25-2005, 04:12 AM
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By the gods. I read through that. Let me make this a more simple question.

Can I put Burring Hands, as a trap, on a stump?
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Old 01-25-2005, 04:43 AM
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Well. You're a DM so I don't see any reason why you couldn't.
But if you want to exactly follow the rules then I think you can make your own trap of any type you want so I don't see any problem. It's in the SRD too.
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  #41  
Old 01-25-2005, 04:48 AM
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Glyph of Warding would work well, I think...especially since it can be custom-set.
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  #42  
Old 01-25-2005, 04:54 AM
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Yes, I just want to be able to explain why when the party jumped over a log they have to make a save or what ever happens. Thanks I guess it is what I thought it was.
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  #43  
Old 01-25-2005, 05:45 AM
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Quote:
Originally Posted by Jhulae
It's a maximum of 9 levels per activation, not 9 levels per round.
Yes- but that means at most it will amount ot 9 levels in a single round as it can only be activated once per round. If you are trying to overwhelm it the number of spell levels/ round it absorbs becomes important as that is how many will be turned- so if you have two casters both casting level 5 spells and the ring is activated- it is only going to stop one of the spells as the second spell is higher than the total levels the ring can affect. In effect the ring can only stop one spell of level 5 or above in a round, the second ne is going to get through.
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  #44  
Old 01-25-2005, 06:20 AM
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Yes, we know that, just making it clear that the 9 levels would extend beyond a round if it was not used up.

And btw, the second level 5 spell would only be at 20% strength, don't forget that.
  #45  
Old 01-25-2005, 04:12 PM
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Quote:
Originally Posted by vampirehunter42
Knew about that one and there is the Sepia Snake Signil trap that works about the same way. I am just making sure I can cast something like the Burring Hands trap on a stone or log place in on or next to the path the party is following and when they walk by set it off. I am just thinking most players don't look for traps in the forest and the like and that would be something fun to do to them. I don't want to give too much info on it being the next game I am putting some players through.
I'll rememer to tell Elendel to search the logs in the woods.
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