I have never used this one and reading others posts it seems it should always be present in a sorcerer's spellbook. I understand it is powerful because it is not capped, but also dangerous to caster, so does it worth the risk of using it in a no reload challenge?
How close someone needs to be to trigger it? Does it automatically goes off if it's casted at the feet of an hostile mage that does not move?
Skull Trap
Débuté par
gunman78
, févr. 24 2012 09:56
#1
Posté 24 février 2012 - 09:56
#2
Posté 25 février 2012 - 12:11
I find the problem with it is there is a delay between someone approaching and it going off. That makes it difficult to use in a moving situation, although if you're sure that a mage is not going to move you could cast it at their feet. You can use it as a trap, but there is always a danger of forgetting it is there and walking into it yourself! The manual says 20' is the trigger distance, but my experience suggests it is less than that.
#3
Posté 25 février 2012 - 01:28
The trigger range is roughly 10' not 20' at least from my perspective. As the triggering only happens when they walk close to the casted area.
#4
Posté 26 février 2012 - 05:00
The damage isn't capped and there are few enemies resistant to pure magical damage, which is why people like to choose it over Fireball for low-level AoE damage.
You can use Protection from Magical Energy (lvl 6) e.g. to protect a front liner or two if you want to cast a few of these into a melee.
If you end up with one that doesn't get triggered, consider using an expendable summon to take care of it.
You can use Protection from Magical Energy (lvl 6) e.g. to protect a front liner or two if you want to cast a few of these into a melee.
If you end up with one that doesn't get triggered, consider using an expendable summon to take care of it.
#5
Posté 26 février 2012 - 11:01
Skull Trap becomes easier to use with the 'Remove Delay for Magical Traps' component of the BG2 Tweak pack (at Gibberlings3).
#6
Posté 26 février 2012 - 11:32
I got a nasty shock when I first started using this spell because the explosion radius is larger than the detection radius, so that makes edging towards them dangerous... be warned.
#7
Posté 27 février 2012 - 02:43
I suppose that one way of triggering it would be to use a low level summons such as level1 monsters. That way you're not wasting a high level spell to do it. I must admit that it isn't one of my favourite spells, but perhaps with experience in using it, that could change.
#8
Posté 29 février 2012 - 02:50
For parties I too have trouble with Skull Trap, and for that matter any non-party friendly AOEs, but for solo arcane casters I think Skull Trap is an awesome spell. I don't use it as a trap per se, because I too find the trigger distance to be very small compared to the blast radius and somehow the enemies always seem to walk around the trap. However, when I am (improved) invisible tossing a skully at a group's feet is a great way to start an encounter. Further, when combined with Protection from Magic Energy (or similar defenses), you are imune to your own skulls and can use them with reckless abandon.
#9
Posté 08 mars 2012 - 09:46
skull trap is great if you want to kill people without any culpability.
cast simulacrum or project image. have your copy cast skull trap in explosion radius but not detection radius. wait for image to disappear. trigger the trap with a sacrifice (can also be summoned animal from the same image near expiration). all traps that your image set will not be traced back to you once the image disappears. you can reinforce this with actual traps like spike trap and others. if this kills anyone, you will not get XP for it and you will not be held accountable. innocent people killed this way will not incur a reputation loss or fallen status.
interesting note, while on topic. if your copy is mentally battling an elemental summons and disappears mid-battle, the summons will go green instantly and be yours - 100% of the time.
cast simulacrum or project image. have your copy cast skull trap in explosion radius but not detection radius. wait for image to disappear. trigger the trap with a sacrifice (can also be summoned animal from the same image near expiration). all traps that your image set will not be traced back to you once the image disappears. you can reinforce this with actual traps like spike trap and others. if this kills anyone, you will not get XP for it and you will not be held accountable. innocent people killed this way will not incur a reputation loss or fallen status.
interesting note, while on topic. if your copy is mentally battling an elemental summons and disappears mid-battle, the summons will go green instantly and be yours - 100% of the time.





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