Anyone any practice with making "projectile" type traps that cast a spell?
Every time I make a vanilla mod and experiment with traps that cast spells the PC always seems to make a save against a DC of 14, regardless of the spell or if you try and set the caster level via the reflex save of the placeable that works as the projectile source. Is that right (I'm hazy on the game mechanics, TBH) or am I missing something?
Cheers,
Teric
Spell Trap DC
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
Re: Spell Trap DC
Unfortunately, there's not a whole lot that can be done about that. The save DC on a spell comes from GetSpellSaveDC(), which will try to figure out the placeable's primary casting ability score (lol) and the spell level (it'll guess). As a rule, the DCs will suck.
But, fwiw, they also generally should suck. Most objects that throw spells do so at a save DC equal to the lowest-possible DC that can cast the spell (i.e. 11 for level 1, 13 for level 2, 14 for level 3, 16 for level 4, etc).
But, fwiw, they also generally should suck. Most objects that throw spells do so at a save DC equal to the lowest-possible DC that can cast the spell (i.e. 11 for level 1, 13 for level 2, 14 for level 3, 16 for level 4, etc).