Set Time Trap is a High-level class ability available to bards and thieves, except for those with the Shadowdancer kit. As its name suggests, it allows the rogue to set a special trap that can mimic the effects of a Time Stop spell.
The wizards' Time Stop spell lasts longer and with no need for trigger condition. However, the trap may be set while hidden on top of enemies or where enemies will come once battle starts. This HLA may also be chosen far more than 5 times (the limit of level 9 spell slots for mages).
Effects[]
“ | This ability allows the rogue to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 10 seconds, the flow of time slows for all but the rogue. Often, a rogue will use this trap to get behind an opponent for a free attack. | ” |
Gameplay[]
- A thief capable of backstabbing can activate Assassination while the time trap is in effect. The time stop effect allows the thief to bypass THAC0 and automatically hit with all attacks, each one of them a backstab due to Assassination. This works best for thieves who increase their APR in various ways (e.g. the Improved Haste spell, wielding Belm and/or Kundane).
- For some reason, if multiple time traps are triggered simultaneously, the effects may only occur twice or very rarely three times, this could happen if you set them close to each other or in the exact same spot (eg. set location by clicking portrait), or by creatures suddenly turning hostile within traps’ range (eg. NPCs turn furious, mazed creatures come back to step on welcome-back traps), so try to spread them evenly, leaving at most two of them within the same trigger range, lest wasting them overlapping each other.
- More can be found at the Gameplay section of the Time Stop spell page.
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Installation of the Rogue Rebalancing mod makes a change to the Rogue's HLA, and removes Time Trap and replaces with: Acid Trap (replaces Time Trap)
This ability allows the rogue to set a powerful trap that splashes nearby opponents with a highly vitriolic alchemical mixture which deals 10d6 points of acid damage. Once the acid engulfs a target it becomes difficult to remove. Afflicted opponents must make a saving throw vs. breath or take an additional 2d6 points of acid damage during each of the following three rounds. Creatures who are particularly vulnerable to acid damage (such as Trolls) do not get a saving throw.
Note: the Acid Trap is alchemical (rather than magical) in nature and is therefore not subject to the target's magic resistance.