3e SRD:Traps
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Traps
Magic Traps
- A successful Search check (DC 25 + spell level) made by a rogue (and only a rogue) detects a magic trap before it goes off. Other characters have no chance to find a magic trap with a Search check.
- Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell level x 1.5).
- Magic traps may be disarmed by a rogue (and only a rogue) with a successful Disable Device check (DC 25 + spell level).
Provided for each trap is its Challenge Rating (CR), the area the trap affects or its attack bonus (whichever applies), the amount of damage it inflicts (in parentheses), and the DCs for saving throws or skill checks to find, avoid, and/or disable the trap.
Sample Traps
The following are common mechanical traps, found in dungeons the world over. Provided for each trap is its Challenge Rating (CR), its attack bonus (when applicable), the amount of damage it inflicts (in parentheses), and the DCs for saving throws or skill checks to find, avoid, and/or disable the trap.
CR 1 Traps
Arrow Trap
CR 1; +10 ranged (1d6/x3 crit); Search (DC 20); Disable Device (DC 20). Note: 200-ft. max range, target determined randomly from those in its path.
Hail of Needles
CR 1; +20 ranged (2d4); Search (DC 22); Disable Device (DC 22).
Large Net Trap
CR 1; +5 melee (see note); Search (DC 20); Disable Device (DC 25). Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a Reflex save (DC 14).
Pit Trap (20 Ft. Deep)
CR 1; no attack roll necessary (2d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
Scything Blade Trap
CR 1; +8 melee (1d8/x3 crit); Search (DC 21); Disable Device (DC 20).
CR 2 Traps
Flame Jet
CR 2; 1-ft.-wide, 50-ft.-long stream of flame (3d6); Reflex save (DC 13) avoids; Search (DC 25); Disable Device (DC 26).
Spear Trap
CR 2; +12 ranged (1d8/x3 crit); Search (DC 20); Disable Device (DC 20). Note: 200-ft. max range, target determined randomly from those in its path.
Spiked Pit Trap (20 Ft. Deep)
CR 2; no attack roll necessary (2d6), +10 melee (1d4 spikes for 1d4+2 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
Pit Trap (40 Ft. Deep)
CR 2; no attack roll necessary (4d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
Poison Needle Trap
CR 2; +8 ranged (1, plus greenblood oil poison); Search (DC 22); Disable Device (DC 20).
Portcullis Trap
CR 2; +10 melee (3d6/x2 crit); Search (DC 20); Disable Device (DC 20). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.
CR 3 Traps
Lightning Blast
CR 3; 5-ft.-wide, 50-ft.-long blast (3d6); Reflex save (DC 13) avoids; Search (DC 26); Disable Device (DC 25).
Illusion over Spiked Pit (20 Ft. deep)
CR 3; no attack roll required (2d6), +10 melee (1d4 spike attacks for 1d4+2 points of damage per successful hit); Reflex save (DC 15) negates; Search (DC 20); Disable Device (DC 20).
Pit Trap (60 Ft. Deep)
CR 3; no attack roll necessary (6d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (40 Ft. Deep)
CR 3; no attack roll necessary (4d6), +10 melee (1d4 spikes for 1d4+4 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
CR 4 Traps
Globe of Cold
CR 4; 20-ft.-radius sphere or hemisphere (5d6); Reflex save (DC 15) avoids; Search (DC 27); Disable Device (DC 25).
Electrified Floor
CR 4; section of floor (3d10); Reflex save (DC 14) for half damage; Search (DC 25); Disable Device (DC 25).
Pit Trap (80 Ft. Deep)
CR 4; no attack roll necessary (8d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (60 Ft. Deep)
CR 4; no attack roll necessary (6d6), +10 melee (1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
CR 5 Traps
Air Sucked out of Room
CR 5; one room (see note below); Search (DC 28); Disable Device (DC 30). Note: Deals suffocation damage.
Falling Block Trap
CR 5; +15 melee (6d6); Search (DC 20); Disable Device (DC 25). Note: Can strike all characters in two adjacent specified squares.
Flooding Room Trap
CR 5; no attack roll necessary (see note below); Search (DC 20); Disable Device (DC 25). Note: Room floods in 4 rounds.
Pit Trap (100 Ft. Deep)
CR 5; no attack roll necessary (10d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
Spiked Pit Trap (80 Ft. Deep)
CR 5; no attack roll necessary (8d6), +10 melee (1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
CR 6 Traps
Floor Transforms into Acid
CR 6; section of floor (10d6); Reflex save (DC 16) negates; [3e SRD:Search Skill|Search]] (DC 28); Disable Device (DC 30). Note: Successful save means character dives to safety in time.
Spiked Pit Trap (100 Ft. Deep)
CR 6; no attack roll necessary (10d6), +10 melee (1d4 spikes for 1d4+5 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
CR 10 Traps
Crushing Wall Trap
CR 10; no attack roll required (20d6); Search (DC 20); Disable Device (DC 25).
Poison Gas Trap
CR 10; no attack roll necessary (see note below); Search (DC 21); Disable Device (DC 25). Note: Trap releases burnt othur fumes.
Designing a Trap
Magic Device Trap Cost
Creating a magic trap costs experience points and gold, just like creating magic items. If a trap is a one-use device, the cost for creation is 50 gp and 2 XP, both multiplied by the caster level. If a trap has multiple uses (or functions continually), the cost for creation is 500 gp and 20 XP, both multiplied by the caster level. Devising and placing a magic trap not covered by existing spell effects is just like creating a magic item. Building a trap-filled dungeon filled with magical dangers is thus a costly process.
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