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Skull trap (vs. fireball)

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Kovi
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Skull trap (vs. fireball)

Post by Kovi »

Skull trap

Like every sorcerer, I also had to choose between skull trap and fireball spells. Mages don't need to decide, but they would still find this analisis useful.

I always had controversial feelings about the skull trap. In the last days I made some testing to have a better understanding. I had soon realized that its effects are somewhat different from the spell description.

Ranges. The description says: range 20, area of effect 30. But in reality it comes like this: (throwing) range 30, triggering/area of effect: 20.

Damage. The description says: 1d6 per level, but in fact it is more, probably 1d8 (per level). The good thing is that there is no cap. The damage is a magically created physical damage. It can't be catched with stoneskin, but a mirror image could usually catch it (in 7/8 of cases with a fresh casting). The damage can be decreased with magic absorbing like with the Belt of Inertia and (as 3rd level spell) even a minor globe of invulnerability can totally avoid the effects.

Triggering. This is the most problematic thing about the spell. It seems to have a random triggering, which is influenced by the total time spent in the triggering area. One fast moving target will have much less chance to trigger it, than many static ones.

Comparison, conclusion. The fireball is capped at level 10, so the skull trap can have a more devastating effect in higher levels (especially without the xp cap). This also mean an immediatel death for the caster if he is not cautious enough, so the most important thing is to use it without serious risk (at least mirror image is necessary when the caster is in the area of effect). Enemy spellcasters usually have mirror-image, so they are somewhat protected against the skull-trap, while a fireball could generally hit them. On the other hand, if the player relies only on fire-effects (fireball, flame arrow, melf's meteor, sunfire) a fire resistant enemy could be a problem.

That is all. Now it is up to you to decide which one to choose. Image
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RiPPeR
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Post by RiPPeR »

i choose the fireball, because its elemental and the range is the line of view of the caster, if you want to do physical damage create a earth elemental
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Kovi
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Post by Kovi »

I understand it. The fireball is much easier to use and the earth elemental is really tough.
Still if you want to do a lot of damage in a single turn the skull-trap could be as good as the Horrid Wilting (a 8th level spell!).
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Post by RiPPeR »

yeah, but you could du a great damage to you too if you are no careful Image
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Post by Genesis »

I have personally found skull trap to be an amazing spell for taking out a bunch of warrior type enemies in one go. As long as you've learned to cast in outside the range where it will hit you...it is a very powerful spell and much more useful than fireball. (Tip).. always cast skull trap at a position that will cause you to take at least a couple of steps forward to make the cast. If you cast it and the skull appears without your having moved forward it will hit you. pause the game and move back a few steps to avoid it.
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Post by Kovi »

Geee! The (minor) globe of invulnerability doesn't offer protection. (Maybe because it is a physical damage?) It is even more powerful then!
If someone doesn't stick to the hardcore rules and uses it with a sequencer...or with a project image...well, that is absolutely lethal.
Luckily the simulacrum has lower level, so its power is just about acceptable. But now I think I wouldn't use Abi Dalzim at all (with the solo sorcerer), so I will reconsider the highest level spells.
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Post by RiPPeR »

if globe of ivulnerability does not protect against skull trap stoneskin does Image
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Post by Kovi »

As I wrote in the starting post stoneskin doesn't protect against skull-trap (fortunately/unfortunately). The only way to limit the risk is a mirror image.
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Post by Kovi »

I forgot to mention: the skull trap is THE spell for any bard (level 23 = 23d8 damage).
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Post by Xandax »

In my game my sorcerer at present has 10% MR - and MR seems to be able to protect against a skull trap.

I must say that I find the skull trap superior to a fireball, due to the fact that you are able to set up an ambush.
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Post by Kovi »

Magic resistance protect against magical attack like Fireball, Skull Trap or even Abi Dalzim's. Though 10% resistance is not much, so be careful with those skull traps. Image
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Post by fable »

Has nobody else had problems get Skulltrap to work appropriately? I always seem to run into enemies who dance through any Skulltrap spells I've laid. On the other hand, if any of my party walk near a Skulltrap, you can be sure it will explode.
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Post by Xandax »

I have that problem sometimes - but not often.
Don't know if the game only triggers the skulltrap a a certain point in a round - so you can move past it if you do so a another point in a round.
For instance ever 1 turn in a round the ST is checked to se if anybody is in the trigger zone, and at turn 4 the ST is not checked so you(your enermies) can move past it.
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Post by Kovi »

Yes, the triggering is still a mystery. Here is the most efficient way of use. Run from multiple enemies into a narrow passage, turn back and cast it to approx. 30'. This way most of the pursuing enemies will be hit. And always have the mirror image on.
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Post by Kovi »

A new and embarassing discovery: enemy mages are protected from the skull trap with the (minor) globe of invulnerability (usually started with contingency)!
But, as I wrote earlier the PC is NOT protected! Very strange...
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Post by Kovi »

Another discovery. I have just downloaded the infinity engine and checked the spell. It is a magic damage with 1d6 per level of the caster! But the effective damage could be more. The "pure" magic damage seems to be a magical "missile" damage. And actually the magic missile is similar and can be catched by mirror image (at least for the PC). And the strange thing is that a magic missile, which should do a the damage of 2d2 (or 1d4+1) sometimes do 6-7 damage. Is there anybody who know why?
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Post by Kovi »

The protection part have been solved. The (minor) globe of invulnerability doesn't the caster from some of the spells which were cast by self (eg. Skull Trap, Magic Missile, Acid Arrow).
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