Arcane Sight to View Magical Traps

TarionzCousin

Second Most Angelic Devil Ever
Can Arcane Sight detect magic traps?

If the spell is waiting to go off, does it qualify as having a visible aura?

I could rule either way, I think.
1. Arcane Sight detects the level of aura and the character makes a spellcraft check to determine the school; or
2. Being a magic trap, it is shielded against this sort of thing.

Opinions? Facts? Rules? Other commentary?
 

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TarionzCousin said:
Can Arcane Sight detect magic traps?
Yep. (That is, it can see that there is a magical aura, and the caster can determine types of aura, etc.)

There is no "sheilding". You might be confusing this with the Rogue's trapfinding ability; a trap with a DC above 20 means that other classes can't search for it.

With Arcane Sight, you aren't searching. You are just seeing it.
 

Nail said:
Yep. (That is, it can see that there is a magical aura, and the caster can determine types of aura, etc.)

There is no "sheilding". You might be confusing this with the Rogue's trapfinding ability; a trap with a DC above 20 means that other classes can't search for it.

With Arcane Sight, you aren't searching. You are just seeing it.
That makes magic traps rather self-detrimental. I mean, why make a magic trap if any usage of detect magic or arcane sight can locate it easily?

The spell isn't active while the arcane sight is looking at it. Doesn't that factor in?

If not, there must be some spell that will shield or block this sort of detection, right? Nystul's Magic Aura, perhaps? Actually, that would probably just alter the aura.

Any suggestions for how to hide the magic aura of a trap?
 

Nondetection is "Target: Creature or object touched" and a long duration. That would force a caster level check by the user of Arcane Sight (as a "divination such as detect spells") DC 11+Caster of Nondetection vs. d20+CL of Arcane Sight...
 

TarionzCousin said:
That makes magic traps rather self-detrimental. I mean, why make a magic trap if any usage of detect magic or arcane sight can locate it easily?

Most adventuring parties do not walk down hallways with these spells active. Most thives who are not part of an adventuring party are not spellcasters.
 

TarionzCousin said:
That makes magic traps rather self-detrimental. I mean, why make a magic trap if any usage of detect magic or arcane sight can locate it easily?

Firstly, arcane sight only lasts 1 minute per level - you might not have it on at the right time.

Secondly, 'you can see evocation magic on the door' merely confirms suspicions. It doesn't tell you what the trigger is, or how you have to disarm the trap - just that there is magic there of some kind (and if the DM is kind, you might be able to identify the in-place spell, giving you a hint about whether to buff your Fortitude or Reflex saves, for instance).

I don't see the problem here, really. It rewards careful play by allowing resourceful players to make decisions based on information they have gained.
 

Plane Sailing said:
I don't see the problem here, really. It rewards careful play by allowing resourceful players to make decisions based on information they have gained.
Exactly.





Also: You may have noticed 3.xe doesn't have any traps over CR 10. There's a simple fact underlying this: Traps (at least straight forward mechanical or magical ones) aren't that fun.

Don't sweat the fact that Traps can be discovered and by-passed. That's intentional design.
 

Nail said:
Also: You may have noticed 3.xe doesn't have any traps over CR 10. There's a simple fact underlying this: Traps (at least straight forward mechanical or magical ones) aren't that fun.

Don't sweat the fact that Traps can be discovered and by-passed. That's intentional design.
Yeah, good point. I had a previous player who loved role-playing the whole detect/disable traps aspect of the game. But he was an anomaly.

In my current game, the rogue has Arcane Sight as a permanent effect. Hence my desire to make things more difficult for him.
 


TarionzCousin said:
In my current game, the rogue has Arcane Sight as a permanent effect. Hence my desire to make things more difficult for him.
Ah.

Well, that's a different question, isn't it? Answer these two questions for me:

First: Will the player have more fun if you give him a harder time?

Second: How hard do you want to make it? :D
 

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