D&D 5E (2024) Arcane Eye?

I've always run it that Investigation checks to find hidden traps or doors require touching, feeling around, poking, prodding- so Perception would be OK with Arcane Eye, but not Investigation, and that's what's required to find hidden traps... which are going to be most traps outside of tripwires or simple pit traps.
That's how I run it too. But the eye isn't going to be able to detect magical traps that detect invisible and cast dispel magic.
 

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Well this is not spell slot required.

Gonna go with no 1 inch gaps and im using dead magic zones.
Yeah using a shot of channel divinity is a little rough. If there are a ton of undead then maybe it'd feel more impactful but at it is I understand where you're coming from. But just remember that a closed door or two is all it takes!
 


At a certain point I have a discussion outside of the game if this, or any other spell, is making the game less fun. I generally don't do large scale dungeons so this hasn't come up but if it did I'd simply tell them they did some searching, roll some perception or investigation checks (at disadvantage if it's dim light) or simply random rolls to see if they happened to go down the correct corridor to find the McGuffin. I wouldn't actually map things out though. Or I would just ask the player not to use it on a regular basis.

What I won't do is do a passive aggressive nerf of the spell - either let it work but figure out a way to make it only take a couple of minutes here and there or ban it and potentially replace the ability with some other option.
 



Isnt this just a worse familiar?


Roll20 - Compendium and Rule Set Directory does the same but better
The imp's another problem. It has pros and cons re: the eye. The eye is more limited in where it can reach, but is less easily detected- the imp can reach more areas, and do additional things, but could be more easily caught or killed.

They're both good scouting tools, but one is available within the first few levels of play, and the other at level 7.
 

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