Traps are inventory that carrying have abilities, and can be set off when they are
Trapped.
Traps consist of:
- The Base Trap
- Point Trap, that effects a single object or nested on a single object
- Example: A dart trap on a chest (in this case a point trap)
- Area Trap, that effects an area, usually a circle or a sphere.
- The Base Trap increases the Trap DC.
- A trigger
- What triggers the trap?
- This could be when a creature enters an area,
- When a chest is opened,
- When a word or phrase is said (specified in the GM notes)
- More elaborate triggers are often set in the GM notes, the type of trigger increases the Trap DC.
- An effect (optional)
- This is either an ability, which makes it a Mechanical Trap
- Or it has a spell effect
- Using the enchantment system, this could be
- A innate spell per long rest, the trap resets at midnight
- At will spell, meaning the trap resets every round
- Charged spell, where the charges, and spell charges reset at midnight.
- Effects increase the Trap DC. Typically a trap only has one main effect.
- Status effects (optional)
- Traps can apply status effects. Sometimes these traps can be imbued in the spell or ability as well. Sometimes traps can just apply these status effects.
- If a trap just applies status effects this can increase the Trap DC.
Traps are either:
- Mechanical - Using
Machining, to Disarm a Trap, and
Dismantle to take apart the trap. - Magical - Using
Magic to discern how the trap works, and to Disarm the Trap
By default, traps are considered Mechanical, regardless of their damage type if it exists.
A magical trap has a charged spell, or at will spell, or spell effect attached to it..