Electric Trap

Discussion in 'Treasure Creation' started by Quill, Jan 6, 2013.

  1. Quill

    Quill Leaf on the Wind reg

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    Name: Electric Trap

    P/W/C Type: Wisdom

    Appearance: A faintly glowing outline of a circle on the ground

    Description of Function: The user may draw a small circle on the ground and fill it with magical, electrical energy. When next something breaks the circle or steps into it, the stored electrical energy will flood the person's system and shock them into unconsciousness. The user need not be near for the trap to function, but he will know when the circle is broken.

    Limitation: Only one trap may exist at a time. The trap will only last for 24 hours before fading. If the target is too large, it will only be zapped by the electricity, not shocked into unconsciousness.
  2. Rising Dragon

    Rising Dragon Goat Herder reg

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    Since it's been brought up roundabout by Spirit Adept, would lightning-resistant treasures or materials prevent the loss of consciousness in this spell due to lessening the effectiveness of lightning in general?
  3. Quill

    Quill Leaf on the Wind reg

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    If the user had some sort of magical protection against electricity, the effect would probably be lessened. That would be up to the RPer, though, to keep in mind his treasures and decide how they would interact; unless you think that adding a clause to this treasure would make it better.
  4. Ribitta

    Ribitta What would you ask of me? reg

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    This is fine with me. Simple mechanic and should be usable in certain situations.

    1/2
  5. Quill

    Quill Leaf on the Wind reg

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    How's dis?

    `Electric Trap
    Original: Quill, Spell - Offense
    [Disable], [Electric], [Trap]


    W5: 15 rupees
    W4: 20 rupees
    W3: 30 rupees
    W2: 40 rupees
    W1: 80 rupees

    The caster may draw a small circle on the ground and fill it with magical, electrical energy. When next something breaks or steps into the glowing outline of the circle, the stored electrical energy will flood the victim's system and shock him into unconsciousness. The user need not be nearby for the trap to function, but he will know when the circle is broken. This trap will last for 24 hours before fading, and recasting this will cause the old circle to disappear. If the target is too large, it will only be zapped by the electricity, not shocked into unconsciousness.
  6. Rising Dragon

    Rising Dragon Goat Herder reg

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