01-07-2002, 04:19 AM | #1 |
Elite Waterdeep Guard
Join Date: November 24, 2001
Location: Singapore
Posts: 34
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I realize that this spell is superior to fireball, doing a max of 20d6 HP damge and all (as opposed to 10d6 fire damage), but its casting range of 20 yards really sucks for me... a single fireball wipes out 5 goblins before they know what hit them , but skull trap gives them a chance to disrupt my spell casting easily (right now i'sm soloing a F/M). They also don't seem to trigger right, further limitng their usefulness...
Any tips on placement, tactics etc?? |
01-07-2002, 04:26 AM | #2 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
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*cough* *cough*
Right in front of their faces. You should have Mirror Image and Stoneskin up for defences, and this will prevent you from having your spellcasting disrupted. The Mirror Image will protect you from the Skull Trap as well. Later on, Spell Immunity( Necromancy) will protect you as well. |
01-07-2002, 09:35 AM | #3 |
Dungeon Master
Join Date: March 29, 2001
Location: Australia
Posts: 60
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Minor Globe of Invulnerability provides full protection against skull trap, and other 3rd level spells, so you can drop them right at your feet when surrounded. Later on the spell Protection from Magical Energy will give you 20 minutes of complete protection from any magical damage, so you can have it on all the time and drop as many skull traps at your feet as you want. Use Invisibility (spell, ring, potion or magi staff) to get into position before skull trapping, or place the traps in spawn spots or in the path of oncoming critters.
Spell Immunity, Necromancy doesnt help you at all. You will still be hurt by your own skull traps when "protected" by this spell. |
01-07-2002, 10:47 AM | #4 |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
Posts: 4,037
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quote: Tim Tam is quite correct--Spell Immunity will protect you only against spells that target you; area effect spells not centered on you have full effect. Use Minor Globe of Invulnerability instead. This limitation of protection against area-effect spells works for you against other mages, though.
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01-07-2002, 05:00 PM | #5 |
Elite Waterdeep Guard
Join Date: January 7, 2002
Location: Kentucky
Posts: 43
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Skull trap works very well if you have another mamber of your party invisible and scouting. Then, when they see a monster, you can bring up the mage and cast it from out of sight.
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01-07-2002, 05:13 PM | #6 |
Silver Dragon
Join Date: March 14, 2001
Location: Agharti. Mountains of Madness
Posts: 1,673
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Dump it on them basicaly, maybe you are having problems with magic resistance
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01-08-2002, 06:11 AM | #7 |
Elite Waterdeep Guard
Join Date: November 24, 2001
Location: Singapore
Posts: 34
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i've decided to put skull trap on hold till I pass lvl 10, so by then i should have minor globe, magic resist etc and can use it like a sunfire. Thanks for the help!
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